Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
?
Origin
Character Creation
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
⟩⟩
 Adv. Pts
Pts 0 / 0
 Trn. Pts
Pts 0 / 0
 Perk Pts
Pts 0 / 0
Origin
Basics
Character Sheet Name
i
Character Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
i
Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Ancestry
i
Ancestry
Ancestry represents your characters species and background. This unlocks certain techniques and styles which are locked to specific ancestries.
?
Influences
Influences
Influences are the the aspects of a character that connect them to the world. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. An influence is written as a few words to describe a personality trait, bond, or ideal. Each Influence should be clearly defined and unique. Descriptors like “Skilled” or “Determined” are too general, since they could fit nearly any context. Instead, choose something more distinct, like “Street Duelist” or “Focused Studier.” These influences can then be further explained in a description for when it would be used if necessary.
Using Influences
Influences can be used to better perform skill checks. Whenenver a character makes a skill check, if they feel like the skill check is related to an influence they may draw on the influence to gain advantage. The number of advantages gained are equal to the influence's severity. Using an influence in this way always closts a Boon. Whenever you play your character and leverage an influence you may gain a Boon of Truth. Gaining this boon is usually reserved for particularly dramatic uses of your influence. Influences are used to modify social checks. Whenenver making a check that modifies favor, if your statements reference your target's influences it may grant you advantage or disadvantage to your check. Influences also modify persuade checks. Whenever performing a persuade check you will add or removed 1d6 to the check result. This value can increase by +5 on a moderate influence, or +10 on a severe. Only the most supportive influence and most opposing influence may affect any one persuade or favor roll.
?
Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. Here you can set your character's level. You may also spend any advancement points gained from increasing your character level on additional build points for jobs, skills, or techniques.
Character Level
i
Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Character Rank
i
Character Rank
Your character rank applies to many of the values you record on your character sheet. This value limits the maximum tier of techniques a style can grant and also increases many statistics. Usually, this value is equal to its maximum value. It may be reduced in special situations where power is restricted. For example, a character may have the experience of a higher leveled character but lacks the power. Alternatively they may simply be holding back or are depowered for whatever reason.
Advancement Points
i
Advancement Points
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement Points is calculated as: [Character Level]
/
Job Points
i
Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
i
Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 2 advancement points
Style Points
i
Style Points
You can spend advancement points to gain Style Points. These style points can be used to learn a new style. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
?
Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Bonus Training Points
i
Bonus Training Points
Bonus training points are gained by spending PP - experience gained when performing tasks. Whenever you gain 30 PP, you gain one Training Point.
Training Points
i
Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: 3 + [Character Level] + [Bonus Training Points]
/
Knowledge Points
i
Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Style Points
i
Style Points
You can spend training points to gain Style Points. These style points can be used to learn a new style. You must spend 1 training points to gain 1 style point.
cost: 1 training point
Perks
Perks
Perk Points
i
Perk Points
Perks are bonuses granted to a character to represent special aspects of how they function as a character. To purchase a perk, select it from the list by checking its checkbox. There is a limit as to how many perks a character may have based on the points they have gained. Perk Points is calculated as: [Character Rank x 2]
/
Origin Perks
Affinity [Cost 0 Perk Point]
Human or Spirit only
Gain an elemental affinity. Most humans and all spirits should start with an elemental affinity.
Heroic Vitality [Cost 0 Perk Point]
Gain +1 Vitality. Player characters should start with this perk unless the GM states otherwise.
Second Affinity [Cost 1 Perk Point]
Human only
Gain a second elemental affinity.
Stat Boost Perks
Elite Vitality [Cost 0 Perk Point]
Gain +1 Vitality. This is granted to especially powerful or durable characters. This perk is not intended for player characters.
Extra HP [Cost 1 Perk Point]
Gain 10 HP.
Extra HP III [Cost 3 Perk Point]
Gain 10 HP.
Extra WILL II [Cost 2 Perk Point]
Gain 7 WILL.
Speedy [Cost 2 Perk Point]
Gain +1 Move Speed
Top Speed [Cost 3 Perk Point]
Gain +1 Move Potency
Defensive [Cost 2 Perk Point]
Gain +2 Armor
EN Start Plus [Cost 3 Perk Point]
Gain +1 Starting EN
Elite Vitality II [Cost 0 Perk Point]
Gain +1 Vitality. This is granted to especially powerful or durable characters. This perk is not intended for player characters.
Extra HP II [Cost 2 Perk Point]
Gain 10 HP.
Extra WILL [Cost 1 Perk Point]
Gain 7 WILL.
Extra WILL III [Cost 3 Perk Point]
Gain 7 WILL.
Speedy II [Cost 3 Perk Point]
Gain +1 Move Speed
Top Speed II [Cost 4 Perk Point]
Gain +1 Move Potency
Defensive II [Cost 3 Perk Point]
Gain +2 Armor
EN Start Plus II [Cost 4 Perk Point]
Gain +1 Starting EN
Slot Perks
Bonus Equipment Slot [Cost 1 Perk Point]
Gain +1 Equipment Slot.
Bonus Equipment Slot III [Cost 2 Perk Point]
Gain +1 Equipment Slot.
Bonus Style Slot [Cost 3 Perk Point]
Gain +1 Style Slot.
Bonus Style Slot III [Cost 4 Perk Point]
Gain +1 Style Slot.
Bonus Advanced Style Slot [Cost 5 Perk Point]
Gain +1 Advanced Style Slot.
Bonus Equipment Slot II [Cost 1 Perk Point]
Gain +1 Equipment Slot.
Bonus Equipment Slot IV [Cost 2 Perk Point]
Gain +1 Equipment Slot.
Bonus Style Slot II [Cost 4 Perk Point]
Gain +1 Style Slot.
Bonus Style Slot IV [Cost 5 Perk Point]
Gain +1 Style Slot.
Bonus Advanced Style Slot II [Cost 7 Perk Point]
Gain +1 Advanced Style Slot.
Background
Basics
Display Name
i
Display Name
This is the name that is displayed when your character speaks.
Full Name
i
Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Title
i
Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
i
Age
This represents how old the character is in years.
Gender
i
Gender
The gender the character identifies as.
Home Region
i
Home Region
The region of Wuxing where the character hails from.
Ethnicity
i
Ethnicity
The ethnicity the character is a part of.
Quick Description
i
Quick Description
A short description of what this character is about
Backstory
i
Backstory
This is the background story of your character. Add any details on the character's past here.
Background Generator
Name
i
Name
Generator
Full Name
i
Full Name
Generator
Gender
i
Gender
Generator
Home Region
i
Home Region
Generator
Race
i
Race
Generator
Personality
i
Personality
Generator
Motivation
i
Motivation
Generator
Generate Character
Use This Character
Clear Background
Knowledge
Styles
Training
Exit
Finish
?
Training
Training
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
?
Training
Character Creation
Training
Characters can spend time learning new skills in their own free time. In this page you can track your progress learning and potentially gain ranks in knowledge or learn new techniques.
⟩⟩
 Build
Pts 0 / 0
Training
?
Conversion
Conversion
PP is used to gain Training Points for your character. You can convert PP into Training Points by using the convert to TP button below.
Progression
i
Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 PP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Convert To TP
?
Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Training Points
i
Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: 3 + [Character Level] + [Bonus Training Points]
/
Bonus Training Points
i
Bonus Training Points
Bonus training points are gained by spending PP - experience gained when performing tasks. Whenever you gain 30 PP, you gain one Training Point.
Knowledge Points
i
Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Style Points
i
Style Points
You can spend training points to gain Style Points. These style points can be used to learn a new style. You must spend 1 training points to gain 1 style point.
cost: 1 training point
Knowledge
Styles
Training
Exit
Finish
?
Knowledge
Training
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
?
Knowledge
Character Creation
Knowledge
Knowledge represents information a character knows on a subject. Knowledge can be divided into two categories, languages and lore. Languages are divided by the locations of the world where they are used. Learning a language allows one to speak, read, and write the language. Lore is knowledge of a single broad topic. Whenever you use the Recall Knowledge technique, you will roll with the modifier of an appropriate lore knowledge for the subject you wish to recall knowledge for. When you make a lore check your modifier is equal to your lore's rank + your Character Rank. Lore is divided into categories based on the context of their usage. Each category has a General knowledge that can be trained. Normally, you cannot make a lore check without having an associated lore, however having the general knowledge of the subject will allow it. When making a general lore check, your modifier is equal to your Character Rank. On this page you can see the number of knowledge points you have available to spend on the left column. Each time you spend a knowledge point you may raise the rank of any lore or learn a language. To raise the rank of a lore, you may change the value of a lore with its dropdown. To learn a language you must check the language off on the checkbox. You gain a number of skill points equal to 6 + your Character Rank. You may choose to gain additional knowledge points by spending training points through training on level up.
⟩⟩
 Build
Pts 0 / 0
Language
Walthair Languages
?
Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
?
Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
?
Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
?
Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
?
Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
?
Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
Aridsha Languages
?
Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
?
Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
?
Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
?
Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
?
Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
Khem Languages
?
Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
?
Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
Colswei Languages
?
Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
Ceres Languages
?
Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
?
Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
?
Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
?
Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
?
Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
Special Languages
?
Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
?
Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
?
Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
?
Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
?
Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Lore
Academics Lore
?
General Academics
Academics
Academics This represents general education for academic study for the purposes of functioning in modern society. If trained, Academics is calculated as: [Recall] + [Character Rank]
?
Health
Health
Academics This covers the study of human physiology and health. If trained, Health is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Mana
Mana
Academics The study of ki, ether, and magic. If trained, Mana is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Mathematics
Mathematics
Academics Mathematics knowledge represents an understanding of math and calculations. If trained, Mathematics is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Nature
Nature
Academics Nature knowledge grants an understanding of various types of plant life and their uses. If trained, Nature is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
School
School
Academics This knowledge represents information related to schools, famous educators, and forms of education used in the lands. If trained, School is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Spirit
Spirit
Academics Spirit knowledge represents an understanding of how spirits behave, their various forms, their interactions with magic and ether, and their abilities to manifest into the material plane. If trained, Spirit is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Warfare
Warfare
Academics Warfare knowledge covers various tactics used in war and the management of an army. If trained, Warfare is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Zoology
Zoology
Academics This knowledge represents physiological knowledge of living creatures of the world. If trained, Zoology is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Profession Lore
?
General Profession
Profession
Profession Profession is the general knowledge of any kind of job, what they do, and how it is performed. If trained, Profession is calculated as: [Recall] + [Character Rank]
?
Arboriculture
Arboriculture
Profession Arboriculture is the knowledge of trees, shrubs, and their care, maintenance, and gathering. If trained, Arboriculture is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Farming
Farming
Profession Farming knowledge covers all aspects of growing and nurturing plantlife in order to provide food If trained, Farming is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Fishing
Fishing
Profession Fishing knowledge covers all aspects of fishing. If trained, Fishing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Hunting
Hunting
Profession Hunting knowledge imparts wisdom related to tracking, catching, and killing various creatures. If trained, Hunting is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Legal
Legal
Profession Legal knowledge imparts a knowledge of general laws common amongst civilizations and the penalties that may be gained from disobeying them. If trained, Legal is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Mercantile
Mercantile
Profession Mercantile knowledge grants wisdom related to the buying and selling of goods. If trained, Mercantile is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Mining
Mining
Profession Mining knowledge represents information related to breaking apart rock for material. If trained, Mining is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Craftmanship Lore
?
General Craftmanship
Craftmanship
Craftmanship The knowledge of creating items through manipulation of substances and materials. A knowledge check here will help one identify techniques used to create an object but not necessarily how to recreate it. If trained, Craftmanship is calculated as: [Recall] + [Character Rank]
?
Alchemy
Alchemy
Craftmanship Alchemy is the science of substances and how they can change. When working with chemicals and material that on their own should not be consumed, Alchemy will typically apply. Alchemy is typically used in the creation of drugs and substances. If trained, Alchemy is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Architecture
Architecture
Craftmanship This knowledge represents a general knowledge about building design, general points of entry, and potential weaknesses. If trained, Architecture is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Brewing
Brewing
Craftmanship Brewing is the skill that governs any kind of skill the requires the mixing of ingredients into a drink or broth. If trained, Brewing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Cooking
Cooking
Craftmanship Food is important for survival, so making it enjoyable is a craft of great appreciation. Cooking knowledge gives you the knowledge of different cooking techniques to create meals. If trained, Cooking is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Engineering
Engineering
Craftmanship Engineering knowledge represents an understanding of mechanisms and systems to build complex structures and items. If trained, Engineering is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Glassblowing
Glassblowing
Craftmanship When working with and shaping glass, the skill of glassblowing is required. If trained, Glassblowing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Leatherworking
Leatherworking
Craftmanship Leatherworking entails any skills related to skinning and using animal skins for clothing, and items. If trained, Leatherworking is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Sculpting
Sculpting
Craftmanship Sculpting allows one to use soft material like clay and shape it into a desired form. If trained, Sculpting is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Smithing
Smithing
Craftmanship Smithing is the skill that allows you to shape various materials, usually metal, into tools of combat or other larger metalic items. If trained, Smithing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Weaving
Weaving
Craftmanship Weaving is the skill for putting together and shaping fabrics and cloths into useful material and objects. If trained, Weaving is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Geography Lore
?
General Geography
Geography
Geography Geography represents general knowledge of terrains and locations within an area. If trained, Geography is calculated as: [Recall] + [Character Rank]
?
Aridsha
Aridsha
Geography This check represents geographical knowledge of Juno and the Aridsha desert region to the west. If trained, Aridsha is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Ceres
Ceres
Geography This check represents geographical knowledge of Capitol City and the Ceres plains to the north. If trained, Ceres is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Colswei
Colswei
Geography This check represents geographical knowledge of Liber and the frozen lands of the Colswei in the south. If trained, Colswei is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Khem
Khem
Geography This check represents geographical knowledge of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Novus
Novus
Geography This check represents geographical knowledge of Novus and the Blessed Lands beyond the ocean. If trained, Novus is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Walthair
Walthair
Geography This check represents geographical knowledge of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Wayling
Wayling
Geography This check represents geographical knowledge of the central grasslands and marsh of Wayling. If trained, Wayling is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Ethereal Plane
Ethereal Plane
Geography Ethereal Plane knowledge represents known methods of entering the plane, its dangers, qualities, and points of interest within the plane. If trained, Ethereal Plane is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
History Lore
?
General History
History
History History knowledges represent known history of civilizations and any legends that may exist. If trained, History is calculated as: [Recall] + [Character Rank]
?
Aridsha History
Aridsha History
History This check represents history of Juno and the Aridsha desert region to the west. If trained, Aridsha History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Ceres History
Ceres History
History This check represents history of Capitol City and the Ceres plains to the north. If trained, Ceres History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Colswei History
Colswei History
History This check represents history of Liber and the frozen lands of the Colswei in the south. If trained, Colswei History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Khem History
Khem History
History This check represents history of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Novus History
Novus History
History This check represents history of Novus and the Blessed Lands beyond the ocean. If trained, Novus History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Walthair History
Walthair History
History This check represents history of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Wayling History
Wayling History
History This check represents history of the central grasslands and marsh of Wayling. If trained, Wayling History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Culture Lore
?
General Culture
Culture
Culture Culture knowledge represents information on societal customs, art, and entertainment options. If trained, Culture is calculated as: [Recall] + [Character Rank]
?
Art
Art
Culture Art knowledge details information on the world of art and the artists behind famous works of art. If trained, Art is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Etiquette
Etiquette
Culture Etiquette knowledge represents your study of social customs within specific cultures and societies and will help you avoid embarrassing yourself or causing insult. If trained, Etiquette is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Fashion
Fashion
Culture Fashion knowledge focuses on keeping up with clothing and physical beatuy products. If trained, Fashion is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Games
Games
Culture Games knowledge covers general understanding of how many games are played whether they are reliant on cards, dice, or other kinds of chance. If trained, Games is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Music
Music
Culture Music knowledge represents general understanding of sheet music, famous songs and the artists behind them, and an understanding of the industry. If trained, Music is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Scribing
Scribing
Culture Scribing knowledge represents an understanding of how to communicate with the written word and techniques used to write. If trained, Scribing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Theater
Theater
Culture Theater knowledge is the knowledge of the stage, techniques to tell a story, and famous plays. If trained, Theater is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Religion Lore
?
General Religion
Religion
Religion Religion knowledge represent known tenets, famous people and creatures of the religion, and information about legends, beliefs, and organizations. If trained, Religion is calculated as: [Recall] + [Character Rank]
?
Church of Kongkwei
Church of Kongkwei
Religion The Church of Kongkwei is tied to the creation of the Kingdom of Apollo. It follows the fire god Guong Kongkwei and attempts to follow their goals of expansion and control. If trained, Church of Kongkwei is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Guidance
Guidance
Religion The Guidance is one of the oldest religions in the world of Wuxing. They seek to give its people advice in times of hardship through the divinations of spirits. If trained, Guidance is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Life's Circle
Life's Circle
Religion The Life's Circle is the religion of the Novae. It follows the cycle of life and helps determine a person's role in society through reincarnation and destiny. If trained, Life's Circle is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Ocean Court
Ocean Court
Religion The Ocean Court follows the Ocean Queen, Minerra, and her court of gods that ensure her commandments are followed. Those that revere her and her court do so for her protection and luck whether its in her domain at sea or deep in the lands. If trained, Ocean Court is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Sylvan
Sylvan
Religion The Sylvans are a group of powerful spirits that hold dominion over territories across the world. They are creatures of whimsy and chaos, the cause of weather patterns and together, the changing of the seasons. If trained, Sylvan is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Zushaon
Zushaon
Religion Many Ceresians follow Zushaon, a tradition of ancestor worship. The religion seeks to offer reverence for those that came before and a desire to find ones own place in the world. If trained, Zushaon is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
?
Advancement
Advancement
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
?
Advancement
Character Creation
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience.
⟩⟩
 Adv. Pts
Pts 0 / 0
 Perk Pts
Pts 0 / 0
Advancement
?
Conversion
Conversion
Experience Points are used to grant levels to your character. You can convert experience points (XP) into levels by using the convert to levels button below.
Experience
i
Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 60
To Level: 60
Convert To Levels
?
Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Character Level
i
Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Max Character Rank
i
Max Character Rank
Your character rank applies to many of the values you record on your character sheet. Your max character rank also increases many of the points given at character creation and through advancement. Max character rank increases as you level. At 1st level, it begins at 1. At 4th Level it increases to 2. At 9th Level it increases to 3. At 15th Level it increases to 4. At 22nd Level it increases to 5. At 30th Level it increases to 6. At 39th Level it increases to 7. At 49th Level it increases to 8. At 60th Level it increases to 9.
Advancement Points
i
Advancement Points
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement Points is calculated as: [Character Level]
/
Job Points
i
Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
i
Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 2 advancement points
Style Points
i
Style Points
You can spend advancement points to gain Style Points. These style points can be used to learn a new style. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
Perks
Perks
Perk Points
i
Perk Points
Perks are bonuses granted to a character to represent special aspects of how they function as a character. To purchase a perk, select it from the list by checking its checkbox. There is a limit as to how many perks a character may have based on the points they have gained. Perk Points is calculated as: [Character Rank x 2]
/
Origin Perks
Affinity [Cost 0 Perk Point]
Gain an elemental affinity. Most humans and all spirits should start with an elemental affinity.
Heroic Vitality [Cost 0 Perk Point]
Gain +1 Vitality. Player characters should start with this perk unless the GM states otherwise.
Second Affinity [Cost 1 Perk Point]
Gain a second elemental affinity.
Stat Boost Perks
Elite Vitality [Cost 0 Perk Point]
Gain +1 Vitality. This is granted to especially powerful or durable characters. This perk is not intended for player characters.
Extra HP [Cost 1 Perk Point]
Gain 10 HP.
Extra HP III [Cost 3 Perk Point]
Gain 10 HP.
Extra WILL II [Cost 2 Perk Point]
Gain 7 WILL.
Speedy [Cost 2 Perk Point]
Gain +1 Move Speed
Top Speed [Cost 3 Perk Point]
Gain +1 Move Potency
Defensive [Cost 2 Perk Point]
Gain +2 Armor
EN Start Plus [Cost 3 Perk Point]
Gain +1 Starting EN
Elite Vitality II [Cost 0 Perk Point]
Gain +1 Vitality. This is granted to especially powerful or durable characters. This perk is not intended for player characters.
Extra HP II [Cost 2 Perk Point]
Gain 10 HP.
Extra WILL [Cost 1 Perk Point]
Gain 7 WILL.
Extra WILL III [Cost 3 Perk Point]
Gain 7 WILL.
Speedy II [Cost 3 Perk Point]
Gain +1 Move Speed
Top Speed II [Cost 4 Perk Point]
Gain +1 Move Potency
Defensive II [Cost 3 Perk Point]
Gain +2 Armor
EN Start Plus II [Cost 4 Perk Point]
Gain +1 Starting EN
Slot Perks
Bonus Equipment Slot [Cost 1 Perk Point]
Gain +1 Equipment Slot.
Bonus Equipment Slot III [Cost 2 Perk Point]
Gain +1 Equipment Slot.
Bonus Style Slot [Cost 3 Perk Point]
Gain +1 Style Slot.
Bonus Style Slot III [Cost 4 Perk Point]
Gain +1 Style Slot.
Bonus Advanced Style Slot [Cost 5 Perk Point]
Gain +1 Advanced Style Slot.
Bonus Equipment Slot II [Cost 1 Perk Point]
Gain +1 Equipment Slot.
Bonus Equipment Slot IV [Cost 2 Perk Point]
Gain +1 Equipment Slot.
Bonus Style Slot II [Cost 4 Perk Point]
Gain +1 Style Slot.
Bonus Style Slot IV [Cost 5 Perk Point]
Gain +1 Style Slot.
Bonus Advanced Style Slot II [Cost 7 Perk Point]
Gain +1 Advanced Style Slot.
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
?
Jobs
Advancement
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
?
Jobs
Character Creation
Jobs
Jobs are a unique type of Style which broadly represents a character's role. A job will always grant bonuses to a character's combat or social stats, defenses, and special techniques to determine how the character acts in a conflict. When entering a conflict, only one job may be set at a time. On this page, you can see the number of job points you have available to spend on the left column. Each time you spend a job point you may gain a rank in one job. A job's maximum rank is equal to your Character Rank. Gaining a rank in a job often grants new techniques to use when a job's techniques are active. You gain a number of job points equal to your Character Rank. You may choose to gain additional job points by spending advancement points on level up.
⟩⟩
 Build
Pts 0 / 0
Vanguards
l
Description
The art of war is about being the one that survives to the end and the fighter is the embodiment of this. Armed with methods to self sustain and heal, the fighter is a well spring of sustained combat. The fighter is made to be very self sufficient, however it excels most when it can be provided healing. A teammate that can heal the fighter without spending its resources will see the fighter staying more effective. Fighters like having a high body attribute as it increases their HP stat. The fighter doesn't want for any particular skills however might will allow it to use its body attribute to attack as well.
See Techniques
Fighter
Combat
A high survival weapon specialist that gains bonuses by being healed.
l
Description
Ever on the lookout for their allies, the sentinel is a protector and wall. The sentinel excels at defense and will throw themselves into the line of danger whenever and wherever their allies are threatened. The sentinel's abilities allow it to move across the battlefield to protect allies and take attacks, but its range is often short. The sentinel can find itself struggling against ranged attackers so having some way to deal with those is usually helpful for the sentinel. Sentinels appreciate both a high body and precision attribute as the former will raise its HP and some of its techniques require the latter. The sentinel will do well with training in the skirmish skill as its techniques key off of it.
See Techniques
Sentinel
Combat
A mobile melee attacker that intercepts attacks and retaliates against the foe.
l
Description
The warden is a master of the ethereal, able to weave it into armor to protect themselves and their allies. By providing temporary shields, a warden is a fluid defender prioritizing charging into battle. The warden has a few ways to defend themselves but especially in melee combat does the full arsenal unlock. As such, learning additional techniques to improve their melee combat is beneficial to the warden. As their mantles are based on the enchant skill, wardens often do well with the skill trained. Like all vanguards, wardens want a high body attribute along with a high quickness for their enchant.
See Techniques
Warden
Combat
A mage that creates mantles around themselves and allies to reduce or negate incoming damage.
l
Description
Bulwarks are masters of conjury as they use their skills to instantly materialize structures. With this skill they create blockades to funnel foes and shield their allies. The Bulwark can gain many benefits when using techniques that use the Materialize trait, however lacks any techniques to do so naturally. The job is created with walls in mind and providing structures for cover. Conjure is a very useful skill for Bulwark as it allows them to provide bonuses to the objects they create. Body is also a great attribute to have as it bolsters their own HP and provides bonuses to the conjure skill.
See Techniques
Bulwark
Combat, World
A defensive magic specialist that creates walls to protect allies and provide cover.
Operators
l
Description
Stalking their prey, a hunter is a focused predator of their enemies. By assigning a creature as their quarry, a hunter can track them easily and strike with pinpoint accuracy through any armor they possess. A hunter is best utilized as a ranged attacker and benefits from attacks that keep them at a distance. They also fair very well against heavily armored characters due to their ability to add armor-piercing to their ranged attacks. Giving the hunter training in the shoot skill will always be beneficial as many of its abilities require its use. As such, hunters appreciate a high precision attribute to help support their techniques.
See Techniques
Hunter
Combat
A ranged attacker that chooses a quarry to hunt down and focus fire.
l
Description
The sniper is a damage focused job that protects itself by keeping its distance. It is known for its accuracy, even allowing it to see through soft cover allowing it to counter those who may try to hide in mist or fog on a battlefield. A Sniper benefits from using techniques from a long range. Styles that allow a sniper to maintain distance are to its benefit. While distance will allow a Sniper some amount of protection, having ways to maintain cover or create it are always beneficial to a Sniper. Snipers like to have a high Precision attribute to allow it to use its Shoot-based techniques accurately. Likewise, a Sniper benefits from having training in the Shoot skill.
See Techniques
Sniper
Combat
A long range attacker that wants to gain as much distance as possible to attack from safety.
l
Description
Staying guard over their watch, a trooper is a master of keeping guard over an area. Those who enter a trooper's overwatch are bound to be hit with the trooper's variety of techniques. A trooper tends to benefit from ranged techniques of all types, as long as the character can use them within the trooper's medium length range. Troopers tend to prefer a high precision and shoot skill to allow them to make full use of their kit. As such, a trooper should also be built to have a ranged weapon in hand.
See Techniques
Trooper
Combat
A ranged specialist that assigns areas to overwatch and prepare attacks for those that enter their area.
l
Description
By covering the field in explosions, the warmage intends to level groups. They provide methods to improve area attacks allowing them to shield their allies from their attacks. With a lot of emphasis on area attacks, techniques that target bursts, blasts, and cones are always useful to the warmage - but especially any blast abilities. There are a variety of techniques that can create area effects, but damaging ones typically are keyed off of shoot or throw skills. As with all operators, the warmage enjoys some benefit from a high precion attribute.
See Techniques
Warmage
Combat
An area attacker that specializes in magic that attacks large groups of people.
l
Description
See Techniques
Alchemist
World, Combat
A master of consumables that can aid allies with healing and hinder foes with bombs.
Athletes
l
Description
The brawler is a fistfighter keen on getting into the fight. They specialize at weakening foes so that they can setup combos for themselves and others - both on their own turns and on their allies' by setting up flanking opportunities. A brawler can reliably inflict its targets with the Hindered status. As such, the brawler pairs well with any techniques that allow the brawler or its teammates to take advantage of the Hindered status. A brawler appreciates both a high body and quickness attribute. The former as the grappling skill keys off of it while quickness will grant the brawler a lot of move speed. Grappling is a very useful skill for the brawler as its main techniques require it.
See Techniques
Brawler
Combat
A melee mobile attacker that creates and exploits weaknesses in their foes to overwhelm their foes.
l
Description
The kineticist is a highly mobile caster that expertly throws objects and magic. By attacking, the kineticist stores excess ki into their body to release it into a burst of movement. When building a kineticist, try to focus on techniques that will allow them to attack from a short distance or benefit from movement. The kineticist lacks ways to protect themselves so any defensive techniques are likely to help a kineticist. Kineticists tend to benefit from a high precision and quickness attribute. Kinesis is always helpful to train as it allows a Kineticist to make full use of their abilities.
See Techniques
Kineticist
Combat
A ranged attacker that uses kinetic magic to force their foes to the ground and retain high mobility with kinetic attacks.
l
Description
The rogue is an expert at exploiting distractions and disappearing quickly. Their abilities allow them to strike hard then disappear into hiding again. While the rogue can hide in cover more easily than most, they lack a method to reliably create cover. They pair well with techniques and teammates that can create that cover for them. Rogues, like all athletes, prefer having a high quickness to gain a lot of movement. Many rogues will find training in sneak and finesse skills will be advantageous to their job but aren't necessary to succeed.
See Techniques
Rogue
World, Combat
A cloaking specialist that attacks in melee to exploit damage before ducking back into cover.
l
Description
Some tasks simply require sustained effort and the labourer is keenly built to retain their endurance for such situations. With many techniques that allow them to maintain energy, the labourer can keep energy high and hold out to the end of a task. A labourer appreciates training in the endurance skill as it allows them to make full use of all of their techniques, however this is far from a mandatory skill. Much like all athletes, the quickness attribute will help a labourer maintain sustained and fast movement.
See Techniques
Labourer
World, Combat
A brawny worker with strong sustain abilities allowing them to endure powerful abilities and maintain focus.
Strategists
l
Description
Tacticians are masters of controlling a battlefield. Their techniques emphasize positioning and allow them to move their allies and grant them bonus actions. A tactician's techniques require them to be close to their allies with a slight lean towards being in melee so anything to help defend them in this position is helpful. A tactician benefits from training in the Analyze skill as some of its techniques require it to unlock their full potential. As such, tacticians also appreciate a high Reason attribute to bolster their skill to the fullest.
See Techniques
Tactician
Combat
A battlefield commander that repositions their allies into the optimal locations to attack.
l
Description
A master of the envocation, the magus is an area manipulator and trickster. By creating fields, mists, fires, and floods, the magus seeks to spread ether to hinder their foes. The magus has many ways to bolster their envocation techniques; learning some will allow you to take advantage of these benefits. The magus lacks methods to truly defend themselves and benefits well from protection. The channel skill is often used to empower envocation techniques and therefore will always be a great technique for magi. As such, a high intuition is quite beneficial to them.
See Techniques
Magus
World, Combat
A mage specializing in environmental manipulation, they create fields of arcane energy to hinder foes.
l
Description
A scholar is an expert in information and rational thinking. Their expertise gives them innate advantages when recalling facts. With this knowledge, scholars can use it to back their own arguments. They benefit from techniques that allow them to use the rationalize skill to help convince others of their opinions. Having many Lore Knowledges is always helpful to a scholar. Rationalize is an important skill for scholars that want to use their knowledge in social conflict. Because of these skills, scholars tend to benefit from a high reason attribute.
See Techniques
Scholar
World, Social
A collector of lore that gains bonuses when using their information to inform and detect lies.
l
Description
The inquisitor is a master of analyzing people for what they may be hiding. An inquisitor is especially skilled at learning a character's motivations and can do with this information as they see fit. An inquisitor gains a variety of ways to learn influences but lacks methods to capitaliize on this information. Learning techniques that allow the inquisitor to reduce a character's willpower can be of a large boon to the inquisitor as their own techniques can reduce it. The analyze skill is the inquisitor's most important skill as it is foundational to all of its deductions. Having a high reason attribute can help with these checks.
See Techniques
Inquisitor
Social
An investigator that analyzes people to learn their influences and find the truth.
Waymakers
l
Description
Always on the hunt for clues, the detective is a master of analyzing a case. Skilled in environmental awareness, a detective can find anything out of place and reveal the truths of the world. A detective is best when needing to search an environment for anything out of place. Learning techniques that allow the detective to enhance their searching ability usually pairs well with their abilities. The search skill shows up often in the detective's techniques as it is used to find clues and learn information. Having a high insight attribute can help with these checks.
See Techniques
Detective
World
A seeker of clues and mysteries that gains expanded searching abilities and passive search bonuses.
l
Description
Creating wonderfully nutritious meals to benefit their companions, a culinarian is a master of food. When preparing for an adventure, a culinarian's skill with food preparation are unmatched. A culinarian doesn't benefit much from specific techniques as most styles do not grant bonuses to cooking. The cook skill is very important for a culinarian. As such, a high insight attribute can help make these checks even better.
See Techniques
Culinarian
World
A chef that grants benefits to those that consume their meals.
l
Description
Bards are amazing performers that inspire their allies. They have many abilities that grant advantage on skill checks allowing their allies to act at their best capabilities. They also have a great ability to heal Will. A bard works best when it can inspire others, so having additional ways to grant advantages is usually a boon for the bard. Unlike many Advocate jobs, a bard can function well in a battlefield but you may want to find ways to bolster its survivability when doing this. A bard benefits from having training in the Inspire skill as many of its techniques unlock additional effects with a good check. As such, bards tend to appreciate a high conviction attribute.
See Techniques
Bard
World, Social
An entertainer that gives advantages to allies and restores their willpower.
l
Description
A spellwright is a master of shaping magic which allows one to transmute material quickly into objects and structures. While a spellwright is able to perform marvelous feats to objects, they innately lack any techniques to create them. A spellwright needs access to techniques that will allow them to create objects and structures to make full use of their skills. The shape skill is required to make full use of a spellwright's abilities. Naturally, they also enjoy a high body attribute to further bolster their shape skill. Otherwise, like many Waymakers, conviction is also a strong attribute.
See Techniques
Spellwright
World, Combat
A conjuration mage that shapes material into new forms, allowing them to maintain magic that creates objects and changes the terrain.
l
Description
The medic is a medical practitioner and expert healer. They provide action efficient healing with Medkits and can remove conditions easily. While the medic can heal with its own techniques, it lacks any kind of range with its skills. Longer range healing or methods to increase their movement can help with this constraint. Medics benefit from having training in the fortify skill as they can provide extra effects with this skill. As such, the intuition attribute can help bolster their heal checks. As with all waymakers, medics also appreciate a good conviction score to improve their willpower.
See Techniques
Medic
World, Combat
A powerful healer with the use of a medkit that can heal wounds as soon as they are made.
Advocates
l
Description
An empath is an expert in helping others reduce the tension in their lives. They can help calm negative emotions and reduce damage against will, even stepping in when times are tough. While an empath can reduce the amount of incoming Will damage, they lack much to progress in a social conflict. Treat them as a defensive tool against aggressive will attacks. As their name suggests, an empath benefits from the empathy skill as many of their techniques become more powerful with successful checks. Similarly, an empath enjoys a high intuition attribute to bolster their empathy skill.
See Techniques
Empath
Social
An emotion expert that calms stress from will attacks and protects from those that would manipulate.
l
Description
The merchant is an expert negotiator. By gaining bonuses when granting favor and having methods to prevent a failed request, a merchant will make the sale - whether its a product or an earnest request. Merchants excel when they are able to increase favor and have methods to accelerate their favor gain. They lack methods to manipulate another's influences so having techniques or another's help in this area is usually fruitful. The charm skill is very helpful to the merchant as it unlocks many of the techniques of the merchant. As such, a high Insight attribute is usually appreciated by a merchant.
See Techniques
Merchant
Social
A social expert that convinces others of their requests through charming bargains and tact.
l
Description
Orators are excellent at convincing others to follow their whims. With their carefully crafted words, they pull others into their charms and use implication to carve through an argument. The orator is exceptional at attacking another's will and converting it into favor for themselves. They prefer having techniques that compliment this play style, preferring to break anothers' will over anything else. When building an orator, the Misdirect skill is very useful to make their techniques more effective. As such, mesmers tend to enjoy a high conviction attribute. Insight is also great to improve their own willpower.
See Techniques
Orator
Social
A socialite that uses misdirection to imply and persuade others into following their requests.
l
Description
See Techniques
Hardliner
Social
A negotiator that uses pressure tactics to break down will and accelerate a deal.
Espers
l
Description
Communicators with spirits and the ethereal, an etherealist is a master of the spirit realm. As much of their communication has come in the form of emotional awareness, they've become excellent readers of ones thoughts and hidden influences. The etherealist gains many techniques that allow them to easily communicate with spirits, however lacks many options to aid themselves directly in conversation. Having a method to reliably make requests is likely to help the etherealist blossom. Both the resonance and empathy skills are very useful to the etherealist as many of their techniques key off of these. As such, intuition is a highly valuable attribute to an etherealist.
See Techniques
Etherealist
World, Social
A master of spirit communication that can transport themselves to the ethereal plane.
l
Description
See Techniques
Shade
World, Combat
Spirit Only. A spirit that can manifest itself into objects and shadows to scout and attack.
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
?
Skills
Advancement
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
?
Skills
Character Creation
Skills
Skills represent a broad application of techniques and ability. Anytime you do anything complex in Wuxing you will be making a skill check to determine your success. In addition, most techniques will require the use of a skill to function. Skills are all tied to one of the six attributes. As a base, a skill modifier is equal to its associated attribute. When you are trained in a skill your modifier increases by 2 + your Character Rank. On this page you can see the number of skill points you have available to spend on the left column. Each time you spend a skill point you may become trained in one skill. To train a skill you must check the skill off on the checkbox. You begin play with 3 skill points and gain an additional 2 at 2nd, 3rd, and 4th level. You gain an additional skill point whenever you increase in Character Rank. You may choose to gain additional skill points by spending advancement points on level up.
⟩⟩
 Build
Pts 0 / 0
Active Skills
Fight
?
Finesse (QCK)
Finesse
Fight Finesse is an active skill used for fighting with quick and dextrous attacks. This skill is most commonly used as an attacking skill with weapon techniques that rely on a combination of speed and precision. Finesse is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Grappling (BOD)
Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks. Grappling is calculated as: [Body] If trained, add 2 + [Character Rank]
?
Might (BOD)
Might
Fight Might is an active skill about using strength to beat a foe down. This skill is frequently used in weapon techniques with a focus on heavy swings and feats of power. Might is calculated as: [Body] If trained, add 2 + [Character Rank]
?
Shoot (PRC)
Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells. Shoot is calculated as: [Precision] If trained, add 2 + [Character Rank]
?
Skirmish (PRC)
Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness. Skirmish is calculated as: [Precision] If trained, add 2 + [Character Rank]
?
Throw (BOD)
Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect. Throw is calculated as: [Body] If trained, add 2 + [Character Rank]
Cast
?
Channel (CNV)
Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements. Channel is calculated as: [Conviction] If trained, add 2 + [Character Rank]
?
Conjure (BOD)
Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts. Conjure is calculated as: [Body] If trained, add 2 + [Character Rank]
?
Enchant (QCK)
Enchant
Cast Enchant is an active skill that gathers ki from the body and concentrates it to a single point. This is most often used to create temporary enhancements to one's own body or another's. Sometimes Enchant is used to surround an object with one's own ki to provide unique effects. Enchant is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Heal (INT)
Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required. Heal is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
?
Kinesis (PRC)
Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas. Kinesis is calculated as: [Precision] If trained, add 2 + [Character Rank]
?
Shape (RSN)
Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability. Shape is calculated as: [Reason] If trained, add 2 + [Character Rank]
Athletics
?
Agility (QCK)
Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance. Agility is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Physique (BOD)
Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting. Physique is calculated as: [Body] If trained, add 2 + [Character Rank]
?
Sneak (PRC)
Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks. Sneak is calculated as: [Precision] If trained, add 2 + [Character Rank]
Social Skills
Persuade
?
Charm (INT)
Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally. Charm is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
?
Inspire (CNV)
Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help. Inspire is calculated as: [Conviction] If trained, add 2 + [Character Rank]
?
Rationalize (RSN)
Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth. Rationalize is calculated as: [Reason] If trained, add 2 + [Character Rank]
Cunning
?
Demoralize (CNV)
Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour. Demoralize is calculated as: [Conviction] If trained, add 2 + [Character Rank]
?
Empathy (INT)
Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception. Empathy is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
?
Misdirect (CNV)
Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention. Misdirect is calculated as: [Conviction] If trained, add 2 + [Character Rank]
Technical Skills
Craft
?
Alchemy (RSN)
Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts. Alchemy is calculated as: [Reason] If trained, add 2 + [Character Rank]
?
Build (RSN)
Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created. Build is calculated as: [Reason] If trained, add 2 + [Character Rank]
?
Cook (INT)
Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high. Cook is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
Device
?
Glyphwork (QCK)
Glyphwork
Device Glyphwork is a technical skill that allows one to create and manipulate pnevmarite technology. If a device requires magical tooling, this skill will often be used to work with it. Glyphwork is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Pilot (QCK)
Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot. Pilot is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Tinker (PRC)
Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts. Tinker is calculated as: [Precision] If trained, add 2 + [Character Rank]
Investigate
?
Analyze (RSN)
Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem. Analyze is calculated as: [Reason] If trained, add 2 + [Character Rank]
?
Resonance (CNV)
Resonance
Investigate Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely. Resonance is calculated as: [Conviction] If trained, add 2 + [Character Rank]
?
Search (INT)
Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects. Search is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
?
Attributes
Advancement
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
?
Attributes
Character Creation
Attributes
Attributes are the inherent characteristics of your character. Characters have a numerical rating for each attribute, which determines the modifier they grant to skills and affect their derived stats. Attributes range from a +3 bonus to a -1 penalty. Whenever you raise an attribute to a rank you spend an equal number of attribute points. By reducing an attribute below 0, you gain an equal number of attribute points. At most, a character can gain only one attribute point in this way. You gain a number of attribute points equal to 6 + your Character Rank.
⟩⟩
 Build
Pts 0 / 0
Attributes
Body
i
Body
Affected Stats
Brace
Combat Defense Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Character Rank] + [Body]Fortitude
Defense Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness. Fortitude is calculated as: 7 + [Character Rank] + [Body]Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 25 + [Character Rank x 5] + [Character Level] + [Body]Power
Power is used as a potency bonus for some techniques reliant on physical force. Power is calculated as: [Body x Character Rank]Carrying Capacity
Carrying capacity is the total amount of Bulk a character can carry without penalty. Going over this amount will force the character to gain the Encumbered condition. Carrying Capacity is calculated as: 40 + [Body x 20]
Precision
i
Precision
Affected Stats
Warding
Combat Defense Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible. Warding is calculated as: 7 + [Character Rank] + [Precision]Hide
Defense Hide is your ability to stay quiet and out of sight while you have the hidden status. Hide is calculated as: 7 + [Character Rank] + [Precision]Accuracy
Accuracy is used as a potency bonus for some techniques reliant on precision. Accuracy is calculated as: [Precision x Character Rank]
Quickness
i
Quickness
Quickness is your reflexes and your ability to react quickly to situations.
Affected Stats
Reflex
Combat Defense Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Character Rank] + [Quickness]Evasion
Defense Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 5 + [Character Rank] + [Quickness]Initiative
The Initiative skill is used to determine whoever acts first in a conflict. Initiative is calculated as: [Character Rank] + [Quickness]
Conviction
i
Conviction
Affected Stats
Resolve
Social Sense Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions. Resolve is calculated as: 7 + [Character Rank] + [Conviction]Freewill
Sense Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession. Freewill is calculated as: 10 + [Character Rank] + [Conviction]Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 15 + [Character Rank x 10] + [½ Character Level] + [Conviction]Charisma
Charisma is used as a potency bonus for some techniques reliant on communication. Charisma is calculated as: [Conviction x Character Rank]Heal Value
Life This value is a standard amount of HP you recover from some healing abilities. Heal Value is calculated as: 15 + [Character Rank x 10] + [Conviction]
Intuition
i
Intuition
Affected Stats
Insight
Social Sense Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor. Insight is calculated as: 7 + [Character Rank] + [Intuition ]Notice
Sense Notice is the ability to see or hear sudden changes in your environment. It is typically used to counter a character's sneak attempts or to passively hear effects from afar. Notice is calculated as: 7 + [Character Rank] + [Intuition ]Artistry
Artistry is your attention to the details that would impact one's emotions. It is used as a potency bonus when creating crafted items or creating a performance. Artistry is calculated as: [Intuition x Character Rank]
Reason
i
Reason
Affected Stats
Guile
Social Sense Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them. Guile is calculated as: 7 + [Character Rank] + [Reason]Scrutiny
Sense Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight. Scrutiny is calculated as: 7 + [Character Rank] + [Reason]Recall
Recall is your ability to remember information learned in the past. It is used as a modifier when using Recall Knowledge to gain information. Recall is calculated as: [Character Rank] + [Reason]
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
?
Styles
Character Creation
Knowledge
Styles
Training
Exit
Finish
?
Styles
Training
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
?
Styles
Advancement
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Actions
This is the Actions section. Here you can use any action available to your character.
⟩⟩
 Build
Pts 0 / 0
Melee Weaponry
Mighty Weapons
l
See Techniques
Smashing Arte
A Might-focused style that deals large focused damage that can pierce armor.
Advanced Styles
l
See Techniques
Mauler Arte
A Might-focused style that crushes through defenses to control the positioning of their foes.
,
l
See Techniques
Berserker Arte
A Might-focused style that deals extra damage at the risk of reducing their own defenses.
Advanced Styles
l
See Techniques
Avenger Arte
A Might-focused style that persues foes with a singular drive to eliminate them.
,
l
See Techniques
Cleaving Arte
A Might-focused style that deals large damage to multiple close targets.
,
l
See Techniques
Battering Arte
A Might-focused style that knocks foes up and away.
,
l
See Techniques
Crushing Arte
A Might-focused style that knocks down and hinders foes.
Skirmish Weapons
l
See Techniques
Arcanestrike Arte
A Skirmish-focused style that surges energy into their attacks before striking.
Advanced Styles
l
See Techniques
Flame Spellblade Arte
Fire. A Skirmish and Enchant-focused style that allows enchanting one's own attacks with fire before striking. ,
l
See Techniques
Lightning Spellblade Arte
Metal. A Skirmish and Enchant-focused style that allows enchanting one's own attacks with lightning before striking. ,
l
See Techniques
Cold Spellblade Arte
Water. A Skirmish and Enchant-focused style that allows enchanting one's own attacks with cold before striking.
,
l
See Techniques
Duelist Arte
A Skirmish-focused style that leaps into battle to exploit the hindered condition for greater damage.
Advanced Styles
l
See Techniques
Fencer Arte
A Skirmish-focused style that creates advantages with flourishing strikes and pierces defenses with their quick piercing attacks.
,
l
See Techniques
Swashbuckling Arte
A Skirmish-focused style that hinders their foes and uses clever footwork to disengage.
Advanced Styles
l
See Techniques
Deftblade Arte
A Skirmish-focused style that uses evasive maneuvers to attack and defend.
,
l
See Techniques
Jumpspear Arte
A Skirmish-focused style that grants great movement capabilities to strike from above.
Advanced Styles
l
See Techniques
Sky Pike Arte
A Skirmish-focused style that launches themselves into the air to deal bonus damage if attacking from above.
,
l
See Techniques
Chargestrike Arte
A Skirmish-focused style that charges ki into a weapon to release it in one large blow.
,
l
See Techniques
Overwhelming Arte
A Skirmish-focused style that can attack both Brace and Reflex defenses to overwhelm their foes.
,
l
See Techniques
Phalanx Arte
A Skirmish-focused style that employs long reaching attacks.
Finesse Weapons
l
See Techniques
Finesse Blade Arte
A Finesse-focused style that allows you to attack both Brace and Reflex defenses.
Advanced Styles
l
See Techniques
Flashcut Arte
A Finesse-focused style that uses quickdraw attacks to tear through enemies' defenses.
,
l
See Techniques
Whip Arte
A Finesse-focused style that attacks from a distance and hinders foes.
Advanced Styles
l
See Techniques
Trickster Arte
A Finesse-focused style that attacks from a distance with a whip and knocks foes to the ground.
Ranged Weaponry
Shoot Weapons
l
See Techniques
Archery Arte
A Shoot-focused style focused on archery techniques for focused fire on distant foes.
Advanced Styles
l
See Techniques
Bowmaster Arte
A Shoot-focused style focused on bowman techniques to fire at foes from a distance.
,
l
See Techniques
Gunslinger Arte
A Shoot-focused style that fires at single targets with high accuracy and hindering shots.
Advanced Styles
l
See Techniques
Pistolero Arte
A Shoot-focused style that uses multiple gun techniques to gain advantage over their enemies.
,
l
See Techniques
Trick Shot Arte
A Shoot-focused style allowing one to launch ammo at multiple targets.
,
l
See Techniques
Sentry Arte
A Shoot-focused style that keeps areas under constant fire to suppress movement.
,
l
See Techniques
Longsight Arte
A Shoot-focused style that requres a longshot weapon to fire from great ranges and weakens foes.
,
l
See Techniques
Scatterpoint Arte
A Shoot-focused style that requres a scattershot weapon to shoot multiple foes at once.
Throw Weapons
l
See Techniques
Bomber Arte
A Throw-focused style that grants improved damage for thrown bombs.
,
l
See Techniques
Daggerthrow Arte
A Throw-focused style that launches thrown daggers at foes in fans or with precision attacks.
Martial Arts
Martial Arts
l
See Techniques
Aerial Arte
A Grapping-focused style that relies on aerial attacks to defeat their enemies.
Advanced Styles
l
See Techniques
Windfall Arte
Wood. A Grappling and Enchant-focused style that allows one to perform acrobatic maneuvers that strike hard from above. ,
l
See Techniques
Firefall Arte
Fire. A Grappling and Enchant-focused style that allows one to perform acrobatic maneuvers that strike hard from above. ,
l
See Techniques
Skyfall Arte
Metal. A Grappling and Enchant-focused style that allows one to perform acrobatic maneuvers that strike hard from above.
,
l
See Techniques
Forceful Fist Arte
A Grapping-focused style that knocks foes around with powerful melee attacks.
Advanced Styles
l
See Techniques
Powerarm Arte
A Grappling-focused style that aims to overpower foes with a variety of powerful punches.
,
l
See Techniques
Stepflow Arte
A Grapping-focused style allowing one to freely weave through combat and reposition others.
Advanced Styles
l
See Techniques
Swaying Palm Arte
A Grappling and Agility-focused style that allows one to quickly to maneuver around the battlefield to strike.
,
l
See Techniques
Wrestling Arte
A Grapping-focused style that grapples foes and ensures they do not get away.
Advanced Styles
l
See Techniques
Ironhold Arte
A Grappling-focused style that forces foes to submission through powerful grabbing techniques.
,
l
See Techniques
Galegrip Arte
A Grapping-focused style that uses maneuverability to grab foes and knock them prone.
Advanced Styles
l
See Techniques
Heaven's Reach Arte
A Grappling and Physique-focused style that gives great jumping mobility to grapple others regardless of where they are.
Kinetics
l
See Techniques
Rapid Strikes Arte
A Grapping-focused style that quickly attacks foes with unavoidable attacks.
,
l
See Techniques
Disruption Form Arte
A Grapping-focused style that disrupts foes with hindering and stunning blows.
Arcanification Magic
Evocation
l
See Techniques
Blasting Flames
Fire. A Throw-focused style that launches bombs that both explode immediately and after a delayed time for more power.
Advanced Styles
l
See Techniques
Hellfire
Fire. A Throw-focused style that allows many methods to blanket areas in fire.
,
l
See Techniques
Lightning Shot
Metal. A Shoot-focused style that mixes both line piercing lightning attacks and targeted lightning spells that stuns foes.
Advanced Styles
l
See Techniques
Storm Caller
Metal. A Shoot-focused style that wields lightning to directly harm its targets.
,
l
See Techniques
Binding Cold
Water. A Shoot-focused style that deals with single target spells that can slow or immobilize foes.
Advanced Styles
l
See Techniques
Sheer Cold
Water. A Shoot and Channel-focused style that slings many binding and slowing spells both at single targets and areas.
,
l
See Techniques
Arcane Spellshot
Fire/Metal. A Shoot-focused style that creates powerful ranged single target energy attacks to be launched at foes.
,
l
See Techniques
Flaming Sphere
Fire. A Shoot-focused style that causes fire to blast at a target point and engulf the area.
,
l
See Techniques
Shock Bomb
Metal. A Throw-focused style that creates large bursts of electricity and delayed blast bombs.
,
l
See Techniques
Area Spark
Metal. A Shoot-focused style that fires lighting at a point to spread and hinder foes.
,
l
See Techniques
Chilling Blast
Water. A Shoot-focused style that creates chilling ice to freeze targets over.
Channelling
l
See Techniques
Ki Channeling
Wood. A style that allows one to travel the ethereal plane and disrupt ether.
Advanced Styles
l
See Techniques
Manification
Wood. A Channel and Resonance-focused style that manipulates magic after its cast to mimic or end its effects. ,
l
See Techniques
Ether Magic
Metal. An Channel and Resonance-focused style that manipulates ether directly to communicate with others, detect magic, and mimic spells. ,
l
See Techniques
Time Control
Water. A Channel-focused style that allows the slowing of time to teleport and prepare actions.
,
l
See Techniques
Messaging
Wood/Water. A style that allows one to communicate over long distances with the wind.
Advanced Styles
l
See Techniques
Sound Control
Water. A Channel-focused style that allows distant communication and attacking with sound based attacks.
,
l
See Techniques
Fire Field
Fire. A Channel-focused style that sets an area aflame burning all who enter.
Advanced Styles
l
See Techniques
Blazing Field
Fire. A Channel-focused style that expands on the terrains of fire with extra mobility to disengage.
,
l
See Techniques
Light Control
Fire. A Channel and Enchant-focused style that manipulates light to create illusions and copy imagery.
Advanced Styles
l
See Techniques
Illusory Field
Fire. A Channel-focused style that manipulates light to create illusions and copy imagery. ,
l
See Techniques
Blurred Light
Fire. A Channel and Enchant-focused style that allows both the creation of light and invisibility within light.
,
l
See Techniques
Shadow Control
Earth. A Channel-focused style that snuffs out light to create areas of darkness to conceal and blind.
Advanced Styles
l
See Techniques
Darkness Weaving
Earth. A Channel-focused style that allows attacking from the darkness with its cold embrace. ,
l
See Techniques
Shadow Walking
Earth. A Channel and Enchant-focused style that allows both the creation of darkness and invisibility.
,
l
See Techniques
Bursting Fire
Fire. A Channel-focused style that explodes flames around the caster.
,
l
See Techniques
Close Circuit
Metal. A Channel-focused style that causes electricity to surge around the caster.
,
l
See Techniques
Ice Storm
Water. A Channel-focused style that conjures storms of snow and ice to freeze and bind those within.
Enchantment
l
See Techniques
Fire Conduit
Fire/Metal/Water. An Enchant-focused style that allows one to impart heat and flames into people and objects.
,
l
See Techniques
Lightning Conduit
Metal. An Enchant-focused style that allows one to impart electricity and lightning into people and objects.
,
l
See Techniques
Cold Conduit
Water. An Enchant-focused style that allows one to impart cold and ice into people and objects.
,
l
See Techniques
Windglide
Wood. An Enchant-focused style allowing one to fly through the air.
,
l
See Techniques
Jetstream
Fire. An Enchant-focused style allowing one to fly through the air.
,
l
See Techniques
Freeform Flight
Metal. An Enchant-focused style allowing one to fly through the air.
Fluctuation Magic
Fluctuation
l
See Techniques
Surging Dust
A Kinesis-focused style that launches dust at targets to quickly push them with physical force.
Advanced Styles
l
See Techniques
Surging Water
Water. A Kinesis-focused style that leverages large amounts of water to push and batter targets.
,
l
See Techniques
Binding Winds
Wood. A Kinesis-focused style uses wind to immobilize foes and prevent allies from freefall.
Advanced Styles
l
See Techniques
Windsweep
Wood. A Kinesis-focused style that creates powerful winds to restrain and lift.
,
l
See Techniques
Binding Weight
Earth. A Kinesis-focused style that creates areas of heavy or weightlessness.
Advanced Styles
l
See Techniques
Gravity Force
Earth. A Kinesis-focused style that creates powerful vertical forces to lift and restrain.
,
l
See Techniques
Propelling Force
Wood/Metal. A Kinesis-focused style that propels an instantaneous force in an area to push targets.
Advanced Styles
l
See Techniques
Telekinesis
Metal. A Kinesis-focused style that combines the ability to levitate objects with many techniques to control forces.
,
l
See Techniques
Levitation
A style that resonates objects in order to lift them to one's side.
,
l
See Techniques
Dust Impact
A Kinesis-focused style that swings large quantities of dust at targets to strike and push.
,
l
See Techniques
Kinetic Assault
A Kinesis-focused style that uses resonant objects to lauch the object at foes.
Materialization Magic
Battlesmithing
l
See Techniques
Throwcraft
A Throw-focused style allowing one to quickly create spears and disks to throw immediately.
Advanced Styles
l
See Techniques
Warsmith
A Throw-focused style with expanded ability to throw attacks.
,
l
See Techniques
Conjure Blades
A Conjure-focused style allowing one to quickly create blades to spin or launch in a volley in an area.
Advanced Styles
l
See Techniques
Glass Blades
Fire. A Conjure-focused style with fast creating glass to hinder and cut.
,
l
See Techniques
Glass Blades
Fire. A Conjure-focused style with fast creating glass to hinder and cut.
,
l
See Techniques
Conjure Skyfall
A Conjure-focused style that creates a barrage of objects to fall into an area.
Conjury
l
See Techniques
Structural Magic
A Conjure-focused style that makes large structures that can work as paths or walls.
Advanced Styles
l
See Techniques
Arbormaking
Wood. A Conjure-focused style that allows the creation of trees as individual elements and walls. ,
l
See Techniques
Stonemaking
Earth. A Conjure-focused style that uses rock to create walls, both in parts and as massive lines. ,
l
See Techniques
Iron Walls
Metal. A Conjure-focused style using steel to quickly put up walls that remain sturdy and consume less space. ,
l
See Techniques
Glacial Walls
Water. A Conjure-focused style that uses ice as walls that can create chilling and damaging fields.
,
l
See Techniques
Clouded Shroud
A Conjure-focused style that creates clouds of dust that can obscure and slash at foes.
Advanced Styles
l
See Techniques
Smoke Field
Fire. A Conjure-focused style that creates clouds of smoke to hide and choke. ,
l
See Techniques
Misty Terrtain
Water. A Conjure-focused style that creates obscuring mist that can hide and freeze.
,
l
See Techniques
Floral Shroud
Wood. A Conjure-focused style that creates pollen and petals that can obscure and sicken with smelling pollen.
Advanced Styles
l
See Techniques
Poison Spore
Wood. A Conjure-focused style that creates clouds of poisonous spores and antidotes for these poisons.
Transformation Magic
Transmutation
l
See Techniques
Dust Shaping
A Shape-focused style allowing one to shape dust into any kind of material as the user desires.
Advanced Styles
l
See Techniques
Shape Mastery
A Shape-focused style combining both the creation of materials and its destruction into dust.
,
l
See Techniques
Shape Mastery
A Shape-focused style combining both the creation of materials and its destruction into dust.
,
l
See Techniques
Terrain Molding
Earth. A Shape-focused style that molds earth into new terrain.
Advanced Styles
l
See Techniques
Geomancy
Earth. A Shape-focused style that further alters earth to create lava and sinkholes.
,
l
See Techniques
Earth Shaker
Earth. A Shape-focused style that cracks the earth with holes and quakes.
Advanced Styles
l
See Techniques
Ground Splitter
Earth. A Shape-focused style that further creates large earthquakes and splits open the earth.
,
l
See Techniques
Icy Terrain
Water. A Shape-focused style that freezes water to create slippery pathways and allows quick traversal for the caster.
Advanced Styles
l
See Techniques
Cryomancy
Water. A Shape-focused style that expands on the icy terrain spells to create a frozen field and ways to easily maneuver through them.
,
l
See Techniques
Unshaping
A Shape-focused style allowing one to destroy material into dust.
,
l
See Techniques
Plant Growth
Wood. A Shape-focused style that alters plantlife into entangling roots and thorny bramble patches.
,
l
See Techniques
Calming Blooms
Wood. A Shape-focused style that provides healing through calming meadows and aromas.
,
l
See Techniques
Verdant Armory
Wood. A Shape-focused style that molds plantlife into armor and spiny walls and cacti.
,
l
See Techniques
Earthen Armory
Earth. A Shape-focused style that molds earth into armor and walls.
,
l
See Techniques
Water Shape
Water. A Shape-focused style that changes water into slicks to slow or healing fields.
,
l
See Techniques
Frozen Armory
Water. A Shape-focused style that molds ice into shields and walls.
Physiomancy
l
See Techniques
Healing Hands
Wood/Water. A Heal-focused style that allows one to use healing magic to mend wounds and end debilitating conditions.
Advanced Styles
l
See Techniques
Soul Surge
Fire. A Heal-focused branch style that bolsters the body through empowerment of the soul providing healing and strength. ,
l
See Techniques
Blood Flux
Metal. A Heal-focused branch style allowing the manipulation of blood to both paralyze and cleanse. This magic is generally considered taboo in all cultures.
,
l
See Techniques
Earthen Endurance
Earth. A Heal-focused style providing strong defenses and allowing one to carry more.
,
l
See Techniques
Propelling Motion
Earth. A Heal-focused style granting additional movement options to run and leap.
Athletics
Movement
l
See Techniques
Traversal
A Physique-focused style that allows one to bolster move speed and ignore movement restrictions.
Advanced Styles
l
See Techniques
Unrelenting Motion
A Physique-focused style that grants strong movement abilities to reduce movement restrictions.
,
l
See Techniques
Powered Leap
A Physique-focused style allowing one to leap across the battlefield to avoid terrain effects and expand movement.
,
l
See Techniques
Hidden Footing
A Sneak-focused style allowing one to stay hidden and mobile.
Perseverance
l
See Techniques
Enduring Body
A Physique-focused style that provides strong defenses and abilities to increase carrying capacity.
Advanced Styles
l
See Techniques
Unbeatable Brawn
A Physique-focused style providing healing abilities with the Empowered condition.
,
l
See Techniques
Evasive Maneuvers
An Agility-focused style granting incredible evasion skills to avoid attacks and other characters.
Advanced Styles
l
See Techniques
Reactive Defense
An Agility and Physique-focused style with a focus on evasive attacks and counters.
,
l
See Techniques
Remotion
An Agility-focused style that gives the user tremendous balance to stay on their feet and avoid attacks.
Speechcraft
Favor Building
l
See Techniques
Loyalty Appeal
An Inspire-focused style that encourages greatness in others to inspire action.
,
l
See Techniques
Social Grace
A Charm-focused style used to forge connection through charming talk and simple proposals.
,
l
See Techniques
Flattery
A Charm-focused style allowing you to manipulate others to your whims, beguiling them for your desires.
,
l
See Techniques
Deft Negotiator
A Rationalize-focused style allowing you to break will to gain others' trust and quickly bring them to the correct decision.
,
l
See Techniques
Sales Tactics
A Rationalize-focused style to pressure others into action and to make a quick purchase.
Disruption
l
See Techniques
Fluster Point
A Demoralize-focused style that flusters and fills others with doubts.
,
l
See Techniques
Provoking Anger
A Demoralize-focused style about provoking anger out of foes to ensure you become the target.
,
l
See Techniques
Intimidating Fear
A Demoralize-focused style used to frighten others into submitting themselves to your demands. And if fear doesn't work, anger can do just as well.
,
l
See Techniques
Beguiling Instinct
A Misdirect-focused style that charms others into listening to you and sows seeds of doubt to damage their will.
,
l
See Techniques
Taunting Wit
A Misdirect-focused style that teases out anger to redirect it as they like.
Emotional Support
l
See Techniques
Invigorating Rally
An Inspire-focused style that motivates others through encouraging words and providing benefits to end conditions.
,
l
See Techniques
Underminer
A Demoralize-focused style where you use your words to stave off manipulators and taunt them into giving up.
,
l
See Techniques
Stillheart
An Empathy-focused style making It hard to attack your willpower due to your tranquil aura and to influence others' motivations.
,
l
See Techniques
Connecting Bond
An Empathy-focused style allowing you to heal others' willpower damage and reveal their motivations.
Actions
Gear
Forme
Character
Post
Details
Overview
?
Overview
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Post
This is the Post section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
emote
Checks
Boons
Rest
Savor
Truth
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Exhausted
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Mantle
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
Armored
Bleeding
Chilled
Dodge
Dying
Encumbered
Empowered
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Calmed
Distracted
Doubt
Encouraged
Flustered
Frightened
Overjoyed
Persevering
Rally
Receptive
Surprised
Steadfast
Character Data
Full Name
i
Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
?
Influences
Influences
Influences are the the aspects of a character that connect them to the world. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. An influence is written as a few words to describe a personality trait, bond, or ideal. Each Influence should be clearly defined and unique. Descriptors like “Skilled” or “Determined” are too general, since they could fit nearly any context. Instead, choose something more distinct, like “Street Duelist” or “Focused Studier.” These influences can then be further explained in a description for when it would be used if necessary.
Using Influences
Influences can be used to better perform skill checks. Whenenver a character makes a skill check, if they feel like the skill check is related to an influence they may draw on the influence to gain advantage. The number of advantages gained are equal to the influence's severity. Using an influence in this way always closts a Boon. Whenever you play your character and leverage an influence you may gain a Boon of Truth. Gaining this boon is usually reserved for particularly dramatic uses of your influence. Influences are used to modify social checks. Whenenver making a check that modifies favor, if your statements reference your target's influences it may grant you advantage or disadvantage to your check. Influences also modify persuade checks. Whenever performing a persuade check you will add or removed 1d6 to the check result. This value can increase by +5 on a moderate influence, or +10 on a severe. Only the most supportive influence and most opposing influence may affect any one persuade or favor roll.
?
Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Go to Advancement
Character Level
i
Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Experience
i
Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 60
To Level: 60
?
Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. In this section you can see how many training points you have gained along with your current PP values. When you are ready, you may also access the training menu which will calculate your current training points and allow you to spend them to learn new knowledge and techniques.
Go to Training
Training Points
i
Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: 3 + [Character Level] + [Bonus Training Points]
Progression
i
Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 PP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Resources
?
Boons
Boons
Boons are resources that can be called upon in critical moments via powerful techniques. These boons are usually gained by performing acts of self care and motivation. Boons come in three different variations; Boons of Rest, Savor, and Impulse. These three types of boons have different conditions when they become available. Once a boon is gained you cannot gain another boon of that type until that boon is spent or is expired. As such, you can at most have three boons available at a time. When a technique requires that a boon is spent you may choose to spend any boon you currently have available. If none are available you cannot use the technique.
?
Rest
Rest
A boon representing restfulness. This boon is usually gained after finishing a night's rest with at least 6 hours of sleep. This boon can only be gained once every 24 hours. This boon is lost after 24 hours without sleep.
?
Savor
Savor
A boon for being well fed. This boon is usually gained not just by eating but rather after enjoying a satisfying, well-cooked meal. See the rules of cooking for more information. This boon can only be gained once every 6 hours. This boon is lost after 24 hours of not eating.
?
Truth
Truth
A boon for feelings true to oneself. This boon is usually gained after performing dramatic actions related to your influences. This boon can only be gained as per your GM, but generally can only be gained once per 24 hours. A boon of truth is lost in times of extreme duress as determined by your GM.
Character Rank
Character Rank
i
Character Rank
Your character rank applies to many of the values you record on your character sheet. This value limits the maximum tier of techniques a style can grant and also increases many statistics. Usually, this value is equal to its maximum value. It may be reduced in special situations where power is restricted. For example, a character may have the experience of a higher leveled character but lacks the power. Alternatively they may simply be holding back or are depowered for whatever reason.
Max:
General
Hit Points
i
Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 25 + [Character Rank x 5] + [Character Level] + [Body]
Max:
Willpower
i
Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 15 + [Character Rank x 10] + [½ Character Level] + [Conviction]
Max:
Surge
i
Surge
Life Surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP and Willpower. Whenever a will break is caused, a Surge is consumed and the character's Willpower restores to full. If you cannot consume a Surge, your Willpower remains at 0. After completing a short rest, 1 surge is restored. After completing a full rest, all surge is restored. Surge is calculated as: 4 + [½ Character Rank]
Max:
EN
i
EN
EN is a resource used to power techniques. EN is calculated as: 9
Max:
Combat
Vitality
i
Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
Max:
Social
Favor
i
Favor
Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged by opponents to create a more favorable decision for them. When favor is used for an influence check, you add the target's favor value (capped to half of the persuade DC) to your persuasion check. Favor is calculated as: 30
Max:
Actions
Gear
Forme
Character
Post
Details
Overview
?
Details
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Post
This is the Post section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
emote
Checks
Boons
Rest
Savor
Truth
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Exhausted
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Mantle
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
Armored
Bleeding
Chilled
Dodge
Dying
Encumbered
Empowered
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Calmed
Distracted
Doubt
Encouraged
Flustered
Frightened
Overjoyed
Persevering
Rally
Receptive
Surprised
Steadfast
Origin
Basics
Sheet Name
i
Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
i
Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Display Name
i
Display Name
This is the name that is displayed when your character speaks.
Title
i
Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
i
Age
This represents how old the character is in years.
Gender
i
Gender
The gender the character identifies as.
Home Region
i
Home Region
The region of Wuxing where the character hails from.
Ethnicity
i
Ethnicity
The ethnicity the character is a part of.
Quick Description
i
Quick Description
A short description of what this character is about
Backstory
i
Backstory
This is the background story of your character. Add any details on the character's past here.
Background Generator
Name
i
Name
Generator
Full Name
i
Full Name
Generator
Gender
i
Gender
Generator
Home Region
i
Home Region
Generator
Race
i
Race
Generator
Personality
i
Personality
Generator
Motivation
i
Motivation
Generator
Generate Character
Use This Character
Clear Background
Attributes
Body
i
Body
0
Precision
i
Precision
0
Quickness
i
Quickness
Quickness is your reflexes and your ability to react quickly to situations.
0
Conviction
i
Conviction
0
Intuition
i
Intuition
0
Reason
i
Reason
0
Defense
Brace
i
Brace
Combat Defense Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Character Rank] + [Body]
0
Fortitude
i
Fortitude
Defense Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness. Fortitude is calculated as: 7 + [Character Rank] + [Body]
0
Warding
i
Warding
Combat Defense Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible. Warding is calculated as: 7 + [Character Rank] + [Precision]
0
Hide
i
Hide
Defense Hide is your ability to stay quiet and out of sight while you have the hidden status. Hide is calculated as: 7 + [Character Rank] + [Precision]
0
Reflex
i
Reflex
Combat Defense Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Character Rank] + [Quickness]
0
Evasion
i
Evasion
Defense Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 5 + [Character Rank] + [Quickness]
0
Sense
Resolve
i
Resolve
Social Sense Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions. Resolve is calculated as: 7 + [Character Rank] + [Conviction]
0
Freewill
i
Freewill
Sense Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession. Freewill is calculated as: 10 + [Character Rank] + [Conviction]
0
Insight
i
Insight
Social Sense Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor. Insight is calculated as: 7 + [Character Rank] + [Intuition ]
0
Notice
i
Notice
Sense Notice is the ability to see or hear sudden changes in your environment. It is typically used to counter a character's sneak attempts or to passively hear effects from afar. Notice is calculated as: 7 + [Character Rank] + [Intuition ]
0
Guile
i
Guile
Social Sense Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them. Guile is calculated as: 7 + [Character Rank] + [Reason]
0
Scrutiny
i
Scrutiny
Sense Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight. Scrutiny is calculated as: 7 + [Character Rank] + [Reason]
0
General
Hit Points
i
Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 25 + [Character Rank x 5] + [Character Level] + [Body]
0
Willpower
i
Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 15 + [Character Rank x 10] + [½ Character Level] + [Conviction]
0
Surge
i
Surge
Life Surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP and Willpower. Whenever a will break is caused, a Surge is consumed and the character's Willpower restores to full. If you cannot consume a Surge, your Willpower remains at 0. After completing a short rest, 1 surge is restored. After completing a full rest, all surge is restored. Surge is calculated as: 4 + [½ Character Rank]
0
EN
i
EN
EN is a resource used to power techniques. EN is calculated as: 9
0
Starting EN
i
Starting EN
This is how much EN you start with when finishing a rest. Starting EN is calculated as: 5
0
Round EN
i
Round EN
This is how much EN you gain at the start of a round during a conflict. Round EN is calculated as: 1
0
Power
i
Power
Power is used as a potency bonus for some techniques reliant on physical force. Power is calculated as: [Body x Character Rank]
0
Accuracy
i
Accuracy
Accuracy is used as a potency bonus for some techniques reliant on precision. Accuracy is calculated as: [Precision x Character Rank]
0
Artistry
i
Artistry
Artistry is your attention to the details that would impact one's emotions. It is used as a potency bonus when creating crafted items or creating a performance. Artistry is calculated as: [Intuition x Character Rank]
0
Charisma
i
Charisma
Charisma is used as a potency bonus for some techniques reliant on communication. Charisma is calculated as: [Conviction x Character Rank]
0
Recall
i
Recall
Recall is your ability to remember information learned in the past. It is used as a modifier when using Recall Knowledge to gain information. Recall is calculated as: [Character Rank] + [Reason]
0
Initiative
i
Initiative
The Initiative skill is used to determine whoever acts first in a conflict. Initiative is calculated as: [Character Rank] + [Quickness]
0
Carrying Capacity
i
Carrying Capacity
Carrying capacity is the total amount of Bulk a character can carry without penalty. Going over this amount will force the character to gain the Encumbered condition. Carrying Capacity is calculated as: 40 + [Body x 20]
0
Combat
Vitality
i
Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
0
Heal Value
i
Heal Value
Life This value is a standard amount of HP you recover from some healing abilities. Heal Value is calculated as: 15 + [Character Rank x 10] + [Conviction]
0
Armor
i
Armor
Life Armor reduces up to half of incoming HP damage from a single source by an amount equal to its rating. Armor is typically gained from gear, but techniques can grant armor temporarily. Armor is calculated as: 0
0
Hardness
i
Hardness
Life Hardness reduces damage from all damage sources by its value.
0
Resistance
i
Resistance
Life Resistance reduces damage of specific damage types by a value equal to the resistance's type. The resistance calculation happens after armor is applied.
0
Weakness
i
Weakness
Life Weakness is the opposite of Resistance, increasing damage against you when hit by specific damage types by a value equal to the weakness' type. The weakness calculation happens after armor is applied.
0
Base Speed
i
Base Speed
Movement Base Speed is the base number of spaces a character can move. This value can never be over a character's Move Potency. Base Speed is calculated as: 3
0
Speed Potency
i
Speed Potency
Movement Speed Potency is used to determine the maximum number of spaces a character can gain when performing a Stride Roll. Speed Potency is calculated as: 6
0
Skills
Agility
i
Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance. Agility is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Alchemy
i
Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts. Alchemy is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Analyze
i
Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem. Analyze is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Build
i
Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created. Build is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Channel
i
Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements. Channel is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Charm
i
Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally. Charm is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Conjure
i
Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts. Conjure is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Cook
i
Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high. Cook is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Demoralize
i
Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour. Demoralize is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Empathy
i
Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception. Empathy is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Enchant
i
Enchant
Cast Enchant is an active skill that gathers ki from the body and concentrates it to a single point. This is most often used to create temporary enhancements to one's own body or another's. Sometimes Enchant is used to surround an object with one's own ki to provide unique effects. Enchant is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Finesse
i
Finesse
Fight Finesse is an active skill used for fighting with quick and dextrous attacks. This skill is most commonly used as an attacking skill with weapon techniques that rely on a combination of speed and precision. Finesse is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Glyphwork
i
Glyphwork
Device Glyphwork is a technical skill that allows one to create and manipulate pnevmarite technology. If a device requires magical tooling, this skill will often be used to work with it. Glyphwork is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Grappling
i
Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks. Grappling is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Heal
i
Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required. Heal is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Inspire
i
Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help. Inspire is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Kinesis
i
Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas. Kinesis is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Might
i
Might
Fight Might is an active skill about using strength to beat a foe down. This skill is frequently used in weapon techniques with a focus on heavy swings and feats of power. Might is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Misdirect
i
Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention. Misdirect is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Physique
i
Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting. Physique is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Pilot
i
Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot. Pilot is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Rationalize
i
Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth. Rationalize is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Resonance
i
Resonance
Investigate Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely. Resonance is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Search
i
Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects. Search is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Shape
i
Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability. Shape is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Shoot
i
Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells. Shoot is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Skirmish
i
Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness. Skirmish is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Sneak
i
Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks. Sneak is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Throw
i
Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect. Throw is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Tinker
i
Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts. Tinker is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Actions
Gear
Forme
Character
Post
Details
Overview
?
Post
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Post
This is the Post section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
emote
Checks
Boons
Rest
Savor
Truth
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Exhausted
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Mantle
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
Armored
Bleeding
Chilled
Dodge
Dying
Encumbered
Empowered
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Calmed
Distracted
Doubt
Encouraged
Flustered
Frightened
Overjoyed
Persevering
Rally
Receptive
Surprised
Steadfast
Emotes
?
Outfits
Outfits
You can add in your character art from here to populate your character's emotes. Press the Plus (+) button below to add a new instance of an outfit. From there you can populate the outfit data with emotes.
New Outfit
Outfit Name
Outfit Emotes
 
Default Emote Name
Default Emote URL
 
Emote Name 2
Emote URL 2
Emote Name 3
Emote URL 3
Emote Name 4
Emote URL 4
Emote Name 5
Emote URL 5
Emote Name 6
Emote URL 6
Emote Name 7
Emote URL 7
Emote Name 8
Emote URL 8
Emote Name 9
Emote URL 9
Emote Name 10
Emote URL 10
Emote Name 11
Emote URL 11
Emote Name 12
Emote URL 12
Emote Name 13
Emote URL 13
Emote Name 14
Emote URL 14
Emote Name 15
Emote URL 15
Emote Name 16
Emote URL 16
Emote Name 17
Emote URL 17
Emote Name 18
Emote URL 18
Emote Name 19
Emote URL 19
Emote Name 20
Emote URL 20
Emote Name 21
Emote URL 21
Emote Name 22
Emote URL 22
Emote Name 23
Emote URL 23
Emote Name 24
Emote URL 24
Emote Name 25
Emote URL 25
Emote Name 26
Emote URL 26
Emote Name 27
Emote URL 27
Emote Name 28
Emote URL 28
Emote Name 29
Emote URL 29
Emote Name 30
Emote URL 30
?
Language Select
Language Select
Select your language from the options below. This will change how your message is displayed in chat and also show what language you are using.
?
Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
?
Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
?
Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
?
Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
?
Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
?
Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
?
Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
?
Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
?
Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
?
Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
?
Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
?
Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
?
Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
?
Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
?
Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
?
Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
?
Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
?
Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
?
Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
?
Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
?
Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
?
Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
?
Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
?
Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Notebook
Notebooks
l
Open
Delete
 
Opened Notebook
l
Save
Close
Reload
Notebook Pages
Del
Chapter Part
 
 
Actions
Gear
Forme
Character
?
Forme
Forme
All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can set which styles are currently active on the character, allowing them to be used in the Actions Page. You can set both job styles and general styles. Basic styles are always set.
⟩⟩
Chat
 
emote
Checks
Boons
Rest
Savor
Truth
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Exhausted
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Mantle
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
Armored
Bleeding
Chilled
Dodge
Dying
Encumbered
Empowered
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Calmed
Distracted
Doubt
Encouraged
Flustered
Frightened
Overjoyed
Persevering
Rally
Receptive
Surprised
Steadfast
Jobs
Jobs
l
Unequip
Equip Adv. Style
Equip
See Techniques
Tier
 
Equipped
Job Slot 1
l
Unequip
See Techniques
Empty
Job Slot 2
l
Unequip
See Techniques
Empty
Job Slot 3
l
Unequip
See Techniques
Empty
Styles
Styles
l
Unequip
Equip Adv. Style
Equip
See Techniques
Tier
 
Equipped
Advanced or Normal Style Slot 1
l
Unequip
See Techniques
Empty
Advanced or Normal Style Slot 2
l
Unequip
See Techniques
Empty
Advanced or Normal Style Slot 3
l
Unequip
See Techniques
Empty
Style Slot 1
l
Unequip
See Techniques
Empty
Style Slot 2
l
Unequip
See Techniques
Empty
Style Slot 3
l
Unequip
See Techniques
Empty
Style Slot 4
l
Unequip
See Techniques
Empty
Style Slot 5
l
Unequip
See Techniques
Empty
Style Slot 6
l
Unequip
See Techniques
Empty
Actions
Gear
Forme
Character
?
Gear
Gear
⟩⟩
Chat
 
emote
Checks
Boons
Rest
Savor
Truth
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Exhausted
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Mantle
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
Armored
Bleeding
Chilled
Dodge
Dying
Encumbered
Empowered
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Calmed
Distracted
Doubt
Encouraged
Flustered
Frightened
Overjoyed
Persevering
Rally
Receptive
Surprised
Steadfast
Currency
Jin
i
Jin
The currency of Minerva. This is paper money accepted throughout the continent of Wuxing due to Minerva's trade agreements throughout the land.
Gold
i
Gold
A rare resource known for its usages in magical material building. It was the preferred trading material until its use as a magical binding made it more scarse. Still, many small communities will use it for trade.
CP
i
CP
A coin currency that is popular in Apollo, Juno, and smaller civilizations. It is largely being replaced by the Minervan Jin due to the inconvenience of coins, but change at this scale is often difficult.
Equipment
Owned Equipment
l
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Unequip
Equip (Weapon)
Purchase
Delete Entry
Inspect
 
Add Item
Add Melee Weapon
Add Ranged Weapon
Add Tool
Add Head Gear
Add Face Gear
Add Chest Gear
Add Arm Gear
Add Leg Gear
Add Foot Gear
Add Misc Gear
Equipped
Weapon Slot 1
l
Unequip
See Techniques
Empty
Force Damage
Equipment Slot 1
l
Unequip
See Techniques
Empty
Equipment Slot 2
l
Unequip
See Techniques
Empty
Equipment Slot 3
l
Unequip
See Techniques
Empty
Equipment Slot 4
l
Unequip
See Techniques
Empty
Equipment Slot 5
l
Unequip
See Techniques
Empty
Equipment Slot 6
l
Unequip
See Techniques
Empty
Equipment Slot 7
l
Unequip
See Techniques
Empty
Equipment Slot 8
l
Unequip
See Techniques
Empty
Equipment Slot 9
l
Unequip
See Techniques
Empty
Items
Consumables
l
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Purchase
Delete Entry
Inspect
 
Add Item
Add Recovery
Add Tonic
Add Bomb
Add Beverage
Goods
l
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Purchase
Delete Entry
Inspect
 
Add Item
Add Material
Add Compound
Add Supplement
Add Animal Good
Add Fruit
Add Vegetable
Add Starch
Actions
Gear
Forme
Character
?
Actions
Actions
This is the Actions section. Here you can use any action available to your character.
⟩⟩
Chat
 
emote
Checks
Boons
Rest
Savor
Truth
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Exhausted
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Mantle
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
Armored
Bleeding
Chilled
Dodge
Dying
Encumbered
Empowered
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Calmed
Distracted
Doubt
Encouraged
Flustered
Frightened
Overjoyed
Persevering
Rally
Receptive
Surprised
Steadfast
Techniques
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Gear Techniques
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Consumables
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Basic Action Techniques
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Basic Recovery Techniques
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Basic Attack Techniques
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Basic Social Techniques
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Basic Spirit Techniques
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Custom Techniques
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Inspection
Exit
Add
Item Data
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Crafting Recipe
Base Materials:
Components:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Technique
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Items In Group
Loading 
 
{{#type-Quick}}
{{/type-Quick}} {{#type-Full}}
{{/type-Full}} {{#type-Reaction}}
{{/type-Reaction}} {{#type-Swift}}
{{/type-Swift}} {{#type-Free}}
{{/type-Free}} {{#type-Other}}
{{/type-Other}} {{Displayname}}
{{Name}} {{#Resources}}
{{Resources}}
{{/Resources}} {{#Targeting}}
{{Targeting}}
{{/Targeting}} {{#Trait0}}
Traits: {{Trait0}}
{{Trait0}}
{{Trait0Desc}}
{{#Trait1}} , {{Trait1}}
{{Trait1}}
{{Trait1Desc}}
{{/Trait1}} {{#Trait2}} , {{Trait2}}
{{Trait2}}
{{Trait2Desc}}
{{/Trait2}} {{#Trait3}} , {{Trait3}}
{{Trait3}}
{{Trait3Desc}}
{{/Trait3}} {{#Trait4}} , {{Trait4}}
{{Trait4}}
{{Trait4Desc}}
{{/Trait4}} {{#Trait5}} , {{Trait5}}
{{Trait5}}
{{Trait5Desc}}
{{/Trait5}}
{{/Trait0}}
{{#Trigger}}
Trigger: {{Trigger}}
{{/Trigger}} {{#Requirement}}
Requirement: {{Requirement}}
{{/Requirement}} {{#ItemTrait0}}
Item Traits: {{ItemTrait0}}
{{ItemTrait0}}
{{ItemTrait0Desc}}
{{#ItemTrait1}} ; or {{ItemTrait1}}
{{ItemTrait1}}
{{ItemTrait1Desc}}
{{/ItemTrait1}} {{#ItemTrait2}} ; or {{ItemTrait2}}
{{ItemTrait2}}
{{ItemTrait2Desc}}
{{/ItemTrait2}} {{#ItemTrait3}} ; or {{ItemTrait3}}
{{ItemTrait3}}
{{ItemTrait3Desc}}
{{/ItemTrait3}}
{{/ItemTrait0}} {{#type-FunctionBlock}}
{{#FlavorText}}
{{FlavorText}}
{{/FlavorText}}
{{/type-FunctionBlock}} {{#Effect0}}
{{Effect0Name}}
{{Effect0Name}}
{{Effect0Desc}}
{{Effect0}}
{{#Effect1Name}}
{{Effect1Name}}
{{Effect1Name}}
{{Effect1Desc}}
{{/Effect1Name}} {{#Effect1}}
{{Effect1}}
{{/Effect1}} {{#Effect2Name}}
{{Effect2Name}}
{{Effect2Name}}
{{Effect2Desc}}
{{/Effect2Name}} {{#Effect2}}
{{Effect2}}
{{/Effect2}} {{#Effect3Name}}
{{Effect3Name}}
{{Effect3Name}}
{{Effect3Desc}}
{{/Effect3Name}} {{#Effect3}}
{{Effect3}}
{{/Effect3}} {{#Effect4Name}}
{{Effect4Name}}
{{Effect4Name}}
{{Effect4Desc}}
{{/Effect4Name}} {{#Effect4}}
{{Effect4}}
{{/Effect4}} {{#Effect5Name}}
{{Effect5Name}}
{{Effect5Name}}
{{Effect5Desc}}
{{/Effect5Name}} {{#Effect5}}
{{Effect5}}
{{/Effect5}} {{#Effect6Name}}
{{Effect6Name}}
{{Effect6Name}}
{{Effect6Desc}}
{{/Effect6Name}} {{#Effect6}}
{{Effect6}}
{{/Effect6}} {{#Effect7Name}}
{{Effect7Name}}
{{Effect7Name}}
{{Effect7Desc}}
{{/Effect7Name}} {{#Effect7}}
{{Effect7}}
{{/Effect7}}
{{/Effect0}} {{#SEffectName}}
{{SEffectName}}
{{SEffectName}}
{{SEffectDesc}}
{{#SEffect}}
{{SEffect}}
{{/SEffect}}
{{SEffect0Name}}
{{SEffect0Name}}
{{SEffect0Desc}}
{{SEffect0}}
{{#SEffect1Name}}
{{SEffect1Name}}
{{SEffect1Name}}
{{SEffect1Desc}}
{{/SEffect1Name}} {{#SEffect1}}
{{SEffect1}}
{{/SEffect1}} {{#SEffect2Name}}
{{SEffect2Name}}
{{SEffect2Name}}
{{SEffect2Desc}}
{{/SEffect2Name}} {{#SEffect2}}
{{SEffect2}}
{{/SEffect2}} {{#SEffect3Name}}
{{SEffect3Name}}
{{SEffect3Name}}
{{SEffect3Desc}}
{{/SEffect3Name}} {{#SEffect3}}
{{SEffect3}}
{{/SEffect3}} {{#SEffect4Name}}
{{SEffect4Name}}
{{SEffect4Name}}
{{SEffect4Desc}}
{{/SEffect4Name}} {{#SEffect4}}
{{SEffect4}}
{{/SEffect4}} {{#SEffect5Name}}
{{SEffect5Name}}
{{SEffect5Name}}
{{SEffect5Desc}}
{{/SEffect5Name}} {{#SEffect5}}
{{SEffect5}}
{{/SEffect5}}
{{/SEffectName}} {{#EEffectName}}
{{EEffectName}}
{{EEffectName}}
{{EEffectDesc}}
{{EEffect}}
{{/EEffectName}} {{#Def0}}
Definitions: {{Def0}}
{{Def0}}
{{Def0Desc}}
{{#Def1}} , {{Def1}}
{{Def1}}
{{Def1Desc}}
{{/Def1}} {{#Def2}} , {{Def2}}
{{Def2}}
{{Def2Desc}}
{{/Def2}} {{#Def3}} , {{Def3}}
{{Def3}}
{{Def3Desc}}
{{/Def3}}
{{/Def0}}
{{#consumeData}}[Consume Resources]({{consumeData}}){{/consumeData}} {{#targetData}}[Target Effects]({{targetData}}$${{^hascheck}}0{{/hascheck}}{{#hascheck}}?{Advantage|0}{{/hascheck}}$$@{target||token_id}){{/targetData}} {{#targetData2}}[2nd Target Effects]({{targetData2}}$${{^hascheck}}0{{/hascheck}}{{#hascheck}}?{Advantage|0}{{/hascheck}}$$@{target||token_id}){{/targetData2}}
{{Targets}} {{Name}} {{#Trait0}}
Traits: {{#Trait0}}
{{Trait0}} {{Trait0Desc}}
{{/Trait0}} {{#Trait1}}
{{Trait1}} {{Trait1Desc}}
{{/Trait1}} {{#Trait2}}
{{Trait2}} {{Trait2Desc}}
{{/Trait2}} {{#Trait3}}
{{Trait3}} {{Trait3Desc}}
{{/Trait3}} {{#Trait4}}
{{Trait4}} {{Trait4Desc}}
{{/Trait4}} {{#Trait5}}
{{Trait5}} {{Trait5Desc}}
{{/Trait5}}
{{/Trait0}} {{#WpnTrait0}}
{{#WpnTrait0}} Weapon Traits:
{{WpnTrait0}} {{WpnTrait0Desc}}
{{/WpnTrait0}} {{#WpnTrait1}}
{{WpnTrait1}} {{WpnTrait1Desc}}
{{/WpnTrait1}} {{#WpnTrait2}}
{{WpnTrait2}} {{WpnTrait2Desc}}
{{/WpnTrait2}} {{#WpnTrait3}}
{{WpnTrait3}} {{WpnTrait3Desc}}
{{/WpnTrait3}} {{#WpnTrait4}}
{{WpnTrait4}} {{WpnTrait4Desc}}
{{/WpnTrait4}} {{#WpnTrait5}}
{{WpnTrait5}} {{WpnTrait5Desc}}
{{/WpnTrait5}}
{{/WpnTrait0}} {{#WpnAbility0}}
Abilities: {{#WpnAbility0}}
{{WpnAbility0}} {{WpnAbility0Desc}}
{{/WpnAbility0}} {{#WpnAbility1}}
{{WpnAbility1}} {{WpnAbility1Desc}}
{{/WpnAbility1}} {{#WpnAbility2}}
{{WpnAbility2}} {{WpnAbility2Desc}}
{{/WpnAbility2}} {{#WpnAbility3}}
{{WpnAbility3}} {{WpnAbility3Desc}}
{{/WpnAbility3}} {{#WpnAbility4}}
{{WpnAbility4}} {{WpnAbility4Desc}}
{{/WpnAbility4}} {{#WpnAbility5}}
{{WpnAbility5}} {{WpnAbility5Desc}}
{{/WpnAbility5}}
{{/WpnAbility0}}
{{#type-CheckBlock}}
{{#skillRoll}}
{{skillRoll}} {{skillDetails}}
vs.
{{defSkillRoll}} {{defSkillDetails}}
{{/skillRoll}} {{#DamageString}}
Damage: {{DamageString}}
{{/DamageString}} {{#armor}}
Defense Armor: {{armor}}
{{/armor}}
{{/type-CheckBlock}} {{#type-DescBlock}}
{{#Desc}}
{{Desc}}
{{/Desc}} {{#OnHit}}
On Hit: {{OnHit}}
{{/OnHit}}
{{/type-DescBlock}}
 
[text]({{image}})
{{Displayname}} {{rname}}
{{#action0}} {{/action0}} {{#action1}} {{/action1}} {{#action2}} {{/action2}} {{#action3}} {{/action3}} {{#actionR}} {{/actionR}} {{#action}} {{action}} {{/action}}
{{#trait0}}
Traits
{{#trait0}}
[{{trait0}}] {{trait0Desc}}
{{/trait0}} {{#trait1}}
[{{trait1}}] {{trait1Desc}}
{{/trait1}} {{#trait2}}
[{{trait2}}] {{trait2Desc}}
{{/trait2}} {{#trait3}}
[{{trait3}}] {{trait3Desc}}
{{/trait3}} {{#trait4}}
[{{trait4}}] {{trait4Desc}}
{{/trait4}} {{#trait5}}
[{{trait5}}] {{trait5Desc}}
{{/trait5}}
{{/trait0}} {{#conditionals}} {{#trigger}}
Trigger: {{trigger}}
{{/trigger}} {{#req}}
Requirements: {{req}}
{{/req}} {{#range}}
Range: {{range}} {{#area}}; Area: {{area}}{{/area}} {{#targets}}; Targets: {{targets}}{{/targets}}
{{/range}} {{#duration}}
Duration: {{duration}}
{{/duration}} {{/conditionals}} {{#description}} {{#conditionals}}
{{/conditionals}}
{{description}}
{{/description}} {{#check}}
{{check}}
{{#check1}} {{check}}: {{/check1}} {{^check1}} Check: {{/check1}} {{#checkRoll}}{{#checkAsk}}{{r1}}{{/checkAsk}}{{^checkAsk}}{{r1}}{{/checkAsk}} | {{r2}}{{/checkRoll}} {{^checkRoll}}DC {{#checkAsk}}{{r1}}{{/checkAsk}}{{^checkAsk}}{{r1}}{{/checkAsk}} {{/checkRoll}} {{#checkDef}}{{#checkRoll}} vs. {{/checkRoll}}{{checkDef}}{{/checkDef}} {{#check1}}
{{check1}}: {{check1r1}} | {{check1r2}}
{{/check1}} {{#check2}}
{{check2}}: {{check2r1}} | {{check2r2}}
{{/check2}} {{#check3}}
{{check3}}: {{check3r1}} | {{check3r2}}
{{/check3}} {{#check4}}
{{check4}}: {{check4r1}} | {{check4r2}}
{{/check4}} {{#check5}}
{{check5}}: {{check5r1}} | {{check5r2}}
{{/check5}} {{#check6}}
{{check6}}: {{check6r1}} | {{check6r2}}
{{/check6}} {{#check7}}
{{check7}}: {{check7r1}} | {{check7r2}}
{{/check7}} {{#check8}}
{{check8}}: {{check8r1}} | {{check8r2}}
{{/check8}} {{#check9}}
{{check9}}: {{check9r1}} | {{check9r2}}
{{/check9}} {{#check10}}
{{check10}}: {{check10r1}} | {{check10r2}}
{{/check10}} {{#check11}}
{{check11}}: {{check11r1}} | {{check11r2}}
{{/check11}} {{#check12}}
{{check12}}: {{check12r1}} | {{check12r2}}
{{/check12}} {{#check13}}
{{check13}}: {{check13r1}} | {{check13r2}}
{{/check13}} {{#check14}}
{{check14}}: {{check14r1}} | {{check14r2}}
{{/check14}} {{#check15}}
{{check15}}: {{check15r1}} | {{check15r2}}
{{/check15}} {{#check16}}
{{check16}}: {{check16r1}} | {{check16r2}}
{{/check16}} {{#check17}}
{{check17}}: {{check17r1}} | {{check17r2}}
{{/check17}} {{#check18}}
{{check18}}: {{check18r1}} | {{check18r2}}
{{/check18}} {{#check19}}
{{check19}}: {{check19r1}} | {{check19r2}}
{{/check19}} {{#check20}}
{{check20}}: {{check20r1}} | {{check20r2}}
{{/check20}}
{{/check}} {{#results}}
{{#critsuccess}}
Crit Success: {{critsuccess}}
{{/critsuccess}} {{#success}}
Success: {{success}}
{{/success}} {{#failure}}
Failure: {{failure}}
{{/failure}} {{#critfailure}}
Crit Failure: {{critfailure}}
{{/critfailure}} {{/results}} {{#damage}}
Damage
{{#dmg1flag}}
Primary: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{#crit1}}
Crit: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} + {{crit1}}{{#hldmgcrit}} + {{hldmgcrit}}{{/hldmgcrit}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{/crit1}} {{/dmg1flag}} {{#dmg2flag}}
Secondary: {{dmg2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{#crit2}}
Crit: {{dmg2}} + {{crit2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{/crit2}} {{/dmg2flag}} {{/damage}}
 
{{#cutInImg}}
[text]({{image}})
{{rname}}
{{/cutInImg}} {{^cutInImg}} {{#versusImg}}
{{rname}}
[text]({{versusImg}})
[text]({{image}})
{{/versusImg}} {{^versusImg}}
[text]({{image}})
{{rname}}
{{/versusImg}} {{/cutInImg}}
{{desc}}
{{#result}}
{{result}}
{{checkResult}}
{{#checkResultDetails}}
{{checkResultDetails}}
{{/checkResultDetails}} {{/result}} {{#damage}}
{{damage}}
{{damageResult}}
{{#damageDetails}}
{{damageDetails}}
{{/damageDetails}} {{/damage}} {{#condition}}
{{condition}}
{{#cond-marked}}{{/cond-marked}} {{#cond-checkmarked}}{{/cond-checkmarked}} {{#cond-crossmarked}}{{/cond-crossmarked}} {{#cond-blinded}}{{/cond-blinded}} {{#cond-charmed}}{{/cond-charmed}} {{#cond-deafened}}{{/cond-deafened}} {{#cond-frightened}}{{/cond-frightened}} {{#cond-grappled}}{{/cond-grappled}} {{#cond-incapacitated}}{{/cond-incapacitated}} {{#cond-invisible}}{{/cond-invisible}} {{#cond-paralyzed}}{{/cond-paralyzed}} {{#cond-poisoned}}{{/cond-poisoned}} {{#cond-prone}}{{/cond-prone}} {{#cond-restrained}}{{/cond-restrained}} {{#cond-staggered}}{{/cond-staggered}} {{#cond-stunned}}{{/cond-stunned}} {{#cond-1}}{{/cond-1}} {{#cond-2}}{{/cond-2}} {{#cond-3}}{{/cond-3}} {{#cond-4}}{{/cond-4}} {{#cond-5}}{{/cond-5}} {{#cond-6}}{{/cond-6}} {{#cond-7}}{{/cond-7}} {{#cond-8}}{{/cond-8}} {{conditionResult}}
{{#conditionDetails}}
{{conditionDetails}}
{{/conditionDetails}} {{/condition}} {{#injury}}
{{injury}}
{{injuryDetails}}
{{/injury}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
{{message}}
 
{{type}} {{#m0}}
{{m0}} {{d0}} {{/m0}} {{#m1}}
{{m1}} {{d1}} {{/m1}} {{#m2}}
{{m2}} {{d2}} {{/m2}} {{#m3}}
{{m3}} {{d3}} {{/m3}} {{#m4}}
{{m4}} {{d4}} {{/m4}} {{#m5}}
{{m5}} {{d5}} {{/m5}} {{#m6}}
{{m6}} {{d6}} {{/m6}} {{#m7}}
{{m7}} {{d7}} {{/m7}} {{#m8}}
{{m8}} {{d8}} {{/m8}} {{#m9}}
{{m9}} {{d9}} {{/m9}} {{#m10}}
{{m10}} {{d10}} {{/m10}} {{#m11}}
{{m11}} {{d11}} {{/m11}} {{#m12}}
{{m12}} {{d12}} {{/m12}} {{#m13}}
{{m13}} {{d13}} {{/m13}} {{#m14}}
{{m14}} {{d14}} {{/m14}} {{#m15}}
{{m15}} {{d15}} {{/m15}} {{#m16}}
{{m16}} {{d16}} {{/m16}} {{#m17}}
{{m17}} {{d17}} {{/m17}} {{#m18}}
{{m18}} {{d18}} {{/m18}}
 
{{head}}
{{sub}}
{{m}}
 
{{message}}
{{#message1}}
{{message1}}
{{/message1}} {{#message2}}
{{message2}}
{{/message2}} {{#message3}}
{{message3}}
{{/message3}} {{#message4}}
{{message4}}
{{/message4}} {{#message5}}
{{message5}}
{{/message5}} {{#message6}}
{{message6}}
{{/message6}} {{#message7}}
{{message7}}
{{/message7}} {{#message8}}
{{message8}}
{{/message8}} {{#message9}}
{{message9}}
{{/message9}}
{{message}}
{{#message1}}
{{message1}}
{{/message1}} {{#message2}}
{{message2}}
{{/message2}} {{#message3}}
{{message3}}
{{/message3}} {{#message4}}
{{message4}}
{{/message4}} {{#message5}}
{{message5}}
{{/message5}} {{#message6}}
{{message6}}
{{/message6}} {{#message7}}
{{message7}}
{{/message7}} {{#message8}}
{{message8}}
{{/message8}} {{#message9}}
{{message9}}
{{/message9}}
 
 
{{message}}
{{#message1}}
{{message1}}
{{/message1}} {{#message2}}
{{message2}}
{{/message2}} {{#message3}}
{{message3}}
{{/message3}} {{#message4}}
{{message4}}
{{/message4}} {{#message5}}
{{message5}}
{{/message5}} {{#message6}}
{{message6}}
{{/message6}} {{#message7}}
{{message7}}
{{/message7}} {{#message8}}
{{message8}}
{{/message8}} {{#message9}}
{{message9}}
{{/message9}}
 
{{message}}
{{#message1}}
{{message1}}
{{/message1}} {{#message2}}
{{message2}}
{{/message2}} {{#message3}}
{{message3}}
{{/message3}} {{#message4}}
{{message4}}
{{/message4}} {{#message5}}
{{message5}}
{{/message5}} {{#message6}}
{{message6}}
{{/message6}} {{#message7}}
{{message7}}
{{/message7}} {{#message8}}
{{message8}}
{{/message8}} {{#message9}}
{{message9}}
{{/message9}}
 
{{message}}
 
{{message}}
 
{{location}}
{{area}}
{{date}}, {{time}}
 
[text]({{url}})
{{header}}
{{message}}
{{sub}}
 
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
{{#chapter}} {{/chapter}}
{{#questHeader}}{{questHeader}}{{/questHeader}}

{{questName}}

{{subtitle}} {{#questRewards}}{{questRewards}}{{/questRewards}}
{{#complete}}
{{/complete}}
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
 
{{message}}
 
{{message}}
 
{{#image}}
{{image}} {{name}}
{{/image}} {{^image}}
{{name}}
{{/image}}
{{content}}